The things that robots buy on the robo - web
So what game am I making?
In keeping with the simple and low tech I have decided to make a good old 2D tile based platformer. Simple as that. Having it as a tile based game makes all the details so much easier! Want to know if there is a solid platform? Just query the 2D array. If I was top use the more modern approach of a sparse make using rotated and scaled sprites this entire approach would be MANY times more complex! Additonally there is an important bit of tech I am writing that benefits from a simple setup.
Yep. Water. It seems quite popular in recent years with games like minecraft and bloody zombies using it to great effect making visually interesting and fun use of propagating water. My implementation is not going to be nearly as sophisticated as Bloody Zombies, instead I’m taking my inspiration directly from a much older game, Bullfrogs Flood. Implementation here is upon a level that slowly fills with water. From 1 (possibly more?) spawn points water flows along the surfaces of the map gathering and filling basins that int turn slowly overflow and flood another part of the map. I have always loved this and thought it was just plain cool.
IT is ALL about those details and I think this is where most of the real hard work will go. I am talking about the balancing and polishing but also things that add to the atmosphere like echo and (possibly) audio blending. Another reason for choosing a low tech game is so that more time (and processing power) can be dedicated to the areas that I feel are worth investing in. More on this later…
I have started (and failed to finish) lots of projects so I my first thought in starting my current project was “How can I ensure I finish this one?”
All of this has boiled down to some pretty simple rules to follow
- Keep it simple
- Limit the scope
- Re-use existing tech (Open Source is GOOD!)
- Don’t use tech just because it exists
Ok. So the first 2 are pretty similar… in fact they are the same! Why? Well it is because I REALLY need to remember this point across different areas of the development. Game design and technical implementation mostly. Do I really need to develop in 3D? Would 2D work? How about a dynamic vs fixed camera? How many mechanics do I want to aim for? Sparse map vs tile based? The whole point is that I want to concentrate on a few areas and just make them REALLY good and easy to understand and implement.
Re-using existing tech is another way of saying “Use open source libraries”. On this game some of the tech I am using includes :
- SDL : Input
- Ogre3D : Graphics
- FMOD : Audio
- Boost : Smart pointers so far
- Lua : An interesting way to do in game console and configure data
Don’t use tech just because it exists. I see FAR too many games (commercial and indie) that seem to feel that to be a great game they need a sophisticated physics engine. RUBBISH! Often just using such tech starts out as an “This tiny part of the game would benefit” but ends up being used everywhere and just over complicating your code, design and overall implmentation.
This Blog is for my thoughts, opinions and anything else I see fit to tell you about my progress in developing my own indie game(s)
I hope to include
- Links to interesting sites that I feel are worth digesting when making a game
- My plans and progress in making a game
- My own personal philosophy is game design/development
I will NOT include
- Definitive answers on any topic (it is all my personal opinion)
- Source code
I hope it is good and that you enjoy it J