Monday, October 26, 2009

"Please pass the butter, I have too much traction"

*Cough* Setting the horrible programmer humor* to the side, I am here to discuss the next project, along with a few interesting tidbits of information.

First, lets get to the project. The engine is being reworked to be as versatile and as user friendly as possible. The essential goal is to reduce Developer-time as much as possible while keeping a decent run time. As I recently learned, developer time is a very important consideration when dealing with efficiency**. Anyways, the project is centered around a lost penguin who wants to go home. Directly from my design document:

"In this game, you play a penguin named Bob. Bob is sad, because he can't find his way home. This is due to the fact that whenever he moves, he slides. When he slides, he can't change directions. Not only this, but the ice on the way home is very fragile, so when he slides upon it, it will break."

I know the grammar sucks, I wasn't planning on it being made public. XD(That is doubtfully going to be the actual cannon.)


An interesting fact that I learned recently that I plan to implement as soon as possible: you don't have to PAY to be a flash developer(I know it's a bit late for me, since I have the $700 software on my hard drive right now***) Basically you download the Flex SDK (Adobe - Adobe Flex: Download Adobe Flex 3.4 SDK ) and an IDE to develop with.You will have to do some research yourself because I only just recently learned about it. From what I can tell, though, you will have to use pure code, which means you will have to be educated about the inner workings of flash.

I know that MMO game development is a popular idea, so I will throw this article out for my fellow noobies who have that idea in their head: Jeff Strain:How to Create a Successful MMO
(One of the best articles on the subject I have ever found)

I've got to go now, my Pacifistic Army of Darkness is starting a brawl, it is becoming rather bloody****.


*That's just an excuse for my generally bad humor.
**When speaking about efficiency, be sure to specify whether it is Run-time efficiency or developer-time efficiency. Not specifying could confuse someone.
***If it was my money, rather than my dad's, I would be pulling my hair out.(Good thing my dad doesn't know, yet =O)
****Darn pacifists, always fighting >.< (Heh, I am actually one myself)

Wednesday, October 14, 2009

Hello imaginary audience.

Today I finished the TTT engine 2.0. Although I have doubts about how efficient it is compared to the old engine for this game specifically, I feel that this is the best way to quickly make future projects.

Right now, the new engine features a lot more than it did before. Most of this is not usable for a game as simple as Tic tac Toe.(I would say the game only uses about a Third of the engine's features) The engine will allow me to:

-Create a level of any size.
-May add only one object at a time, but is capable of filling a level with objects.
-Clears the level at will.
- Supports multiple levels.
-Is portable, meaning I can use it for multiple projects.
- Can be easily altered to support new features.
-The engine can send current state of the level to the main applet, where features specific to the game could be added.(Minimal changes to the engine itself, which adds to it's "interchangeability.")