Coding wise, nothing too new to report. I finished off the lower level SDL interface objects and created the skeleton for the main gaming loop. Although I made a remark about Game Dev's "One Line Main" program, I am starting to see its usefulness in limiting scope and reducing the need for some type of global variables. At least now I can provide a context for most of active game data so that process events and rendering cleanly.
Tomorrow, I start up with the Tile and Board objects. I am not sure if I will have anything complete to release on Friday, but we will see what I do over the holiday weekend.
From a design perspective, I have given more thought about what I am trying to achieve and about how long it should take. I spent some time on RogueBasin and seeing what has been done before.
I definitely plan on spending my time on my strengths. That is mostly in engine development and game logic. For this project it will be a 2D Iso tile based game. How interesting the tiles and maps become depend on how much time I spend on art. I don't plan on going to far past some fairly basic graphics.
But it should end up to be a small but complete game. It will just be a simple dungeon delve of some depth. Though I am much better at creating story so I might put some meaning into the crawl.
Rogue is a dungeon crawling video game first developed by Michael Toy and Glenn Wichman around 1980. It is generally credited with being the first "graphical" adventure game, and was a favorite on college Unix systems in the early to mid-1980s, in part due to the procedural generation of game content.
-- http://en.wikipedia.org/wiki/Rogue_(computer_game)
-- http://en.wikipedia.org/wiki/Rogue_(computer_game)
Wednesday, May 26, 2010
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