We shouldn’t even be here


So here we are at the end of day 1 of Game in a Week #10.

As usual, day one has been a slow day.  Apart from working the day job, I’ve mostly just been brainstorming what game to make this week.  And, I’ll confess, brainstorming terrain generation for MMORPG Tycoon 2.  Over on that side, I’ve made much more realistic terrain shapes, and finally realised that realism isn’t at all what’s called for in a game that’s trying to replicate an MMO’s play space.

But I’ll leave that discussion for later.

For now, I’ll point over to the public source code repository here:  https://github.com/vectorstorm/ten

It occurs to me that I’ve never actually done any game development in the open.  Sure, most of the GiaW games have publicly available source code, but that code was only released after the final game.  This time, I’m going to try my hand at showing the code every step along the way, in real time.  Anybody who’s interested, feel free to follow the repo above.  There’s really nothing to see today (just an empty window), but there’ll be more tomorrow, I promise.

As for brainstorming, I’m finding myself more and more partial to the “I don’t know why I bothered to come” portion of the quote.  I really like the idea of putting the player somewhere where there wasn’t actually anything for him to do.  Or that the player goes into it with no expectations of being able to achieve any reward or victory at all.

No definite direction yet, although I’d really like to do something 2D and using vector graphics again, maybe using an Asteroids-like control scheme.  I’d really like to get something fully playable finished well before the weekend, so that I have time for tuning and polishing, instead of needing to rush in a blind panic just to get anything out the door in time, as happened last time.