The Beginning

Published September 01, 2016
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Here we go again... I am trying to quickly make a game using some technologies that I am remotely families with. Actually this is less of "making" a game, but rather experimenting with a new stuff. I will start by remaking my old project, by striping it back and starting from scratch. In theory I want to make a space RPG, something like an action version of Space Rangers. Fly around a huge galaxy, fight, trade and do quests, that sort of thing. The main feature of the game, or what makes it special, is going to be a fast paced combat. Fight tons of enemies at the same time, shoot them up, blow them up, fry em with lasers, anything goes. I want a very satisfactory combat, I want it to be a glue for the rest of the game. Like the carpet from The Big Lebowski. But all of that fun part is looong way off.

First lets decide what engines/technologies we are going to use. Here is my list so far:


  • Spark - this is home made engine I used for my University project. It is 2D and got tons of components, but in my case I only will need two things from it. Core library for its file system, tinexml, logging and tons of other useful untils. Then there is Math library that got your usual math stuff in it, vectors, shemktors and all that jazz.
  • Irrlicht Engine - this is 3D engine and is just what doctor ordered it. It is well written, easy to understand, got tons of features, quite compact and molds well with Spark. Plus it is written in very familiar style to me and I just love it. I never had a problem debugging or modifying it and I spend quite some time with it before. So it is what will drive the heart of graphics for my game.
  • Bullet Physics - most people are probably familiar with this one. It been used in GTA (and in gazillion of other projects) and is totally open source. Bullet is very powerful and quite big. I have spent sometime with it, but before I used irrBullet to make it work. This time around I will try to hook it up by myself. If it becomes to unwieldy, I will go back to irrBullet and see if I can hack it up to my liking, because the last time I used it I had a lot of problem with making it to do what I needed. What ever happen, this will be quite interesting and painful.
  • Squirrel - this is a scripting language. It syntax is similar to c++, it suppose to be fast and simple to use. I never actually used the actual scripting, but I did init it in my old project. I am not even sure why I need a scripting language in my project, but I do would like to use one. It will be a good practice and can make my game moddable! Which is probably very important, especially for PC game.
  • cAudio - I think this is a simple audio engine, but I never used it. I might stick with it, or maybe grab something else later. If I ever get to the sound bits. We will see.


So here it is. The list of all engines I want to use and play with. In the next post I will try to describe in some details the game I want to make, just to make everything little bit more clearer. So till the next time!
Next Entry The Game - The Idea
2 likes 2 comments

Comments

Navyman

Cycling back to an old project can be a ton of fun, but be prepared for a few moments of "I did this before and it worked great, why does it not feel the same or better?"

September 01, 2016 06:53 PM
Bigdogco

I am trying to work out how my old project setup was done and that is a lot of fun. I totally forgot how I done it!

September 02, 2016 12:04 AM
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