Dark Wish
Posted: Fri Aug 26, 2016 1:04 pm
What is DW?
A 2.5D role playing game with some randomised content and map generation and quests (similar to Diablo 1). The focus is combat, with a semi-forced movement towards the finale events on the 'zone map', and re-playability.
What are my major influences for this game?
Fallout 1 and 2 by far the largest direct impact – a post apocalyptic setting, then FTL and Don't Starve maybe?
I'm nearly 32 (I think?), so my bread and butter inspiration wise was that 1997 to early 00's era stuff.
What do I bring to the table?
Intricate animation work, with a custom character system (called Trinity) and a sub-textual story motif, and I feel an innovative twist to turn based combat.
What are my aims?
To create enough of an audience to be able to make games for the next 10 years. I have spent already nearly 1 and a half years (full time) on this engine and game.
What's LÖVE got to do with it?
Because it's simply awesome, partly because of it's speed and flexibility, and partly because Lua is the most amazing language that I've ever used. I started learning LÖVE about 5 years ago, and after a break I started development part-time for a multi-player RTS type game (in the vein of Shattered Galaxy). After the 'shocking' realisation that the game would be too ambitious, I recoded the engine for an RPG type game (which coincided with me leaving my full time job) to then starting this project full-time.
About Me?
I'm located in the greater London area, with my partner who essentially is preventing me from starving to death. I tend to be quiet enough, I have many interests and may seem to flutter about without settling down on anything. But rest assured that I have been committed to programming most of my life, and LÖVE/Lua has captivated me.
I have moved my designs from a stupid ambitious project to an ambitious project. I have been fighting many doubts over the years but now just remain focussed to delivering this game. I have aspirations to help the community more, but perhaps I could be of more assistance when my game is out in the wild.
I tend to spend 9 to 12 hours coding or drawing per day, 7 days a week. Although a lot of the time I create my own stress and deadlines, I feel that I may be able to create a final product before I kill myself trying to.
How do I manage everything?
I use pen and paper, a gift I learned from my PhD studies. Create a log book, jot down any ideas, notes and things you are working on. I have a separate stack of papers where I create task sheets for the day/week, and cross things off. I love crossing things off lists; I even have lists of my lists, and then cross those off too. I have used JIRA in the workplace for a couple of years, but I prefer pen and paper.
Code standards?
I like clean code, I like 4 spaced tabs. I like functions, lots of functions (John Carmack style).
I despise Java style rigid OO and the associated syntax. I now believe that getX() and setX() is the creation of the devil, the devout followers are confused souls that need saving. I also hate the word 'manager', which should be banned from programming and the general workplace too.
Practical Obstacles
I have revised the draw cycle and 'engine' bits so many times my fingers hurt. I have now created something that relies on a graphics card using the sprite batching method. I feel I have a very fast implementation that allows many layers of ground textures, characters, and objects. If anyone is interested in this area specifically please mention so, I will then try to type up what I've done.
I feel as though the game could work on a variety of systems despite me planning on packing it full of actors/objects and particle effects. I have created a UI system that rescales itself for the screen. I might share this code specifically however I don't think people will understand what I've done there and probably cause a lot of pain; for my own uses though I think it works well enough.
I am on my second or third generation of 'programmer art', which doesn't fully represent the final aesthetic, however fully encompasses the engine and mechanics of the game. This I feel has been one of the toughest parts of the whole process, and it will change again I am sure.
God bless you all.
Website:
http://www.omicroncubed.com
A 2.5D role playing game with some randomised content and map generation and quests (similar to Diablo 1). The focus is combat, with a semi-forced movement towards the finale events on the 'zone map', and re-playability.
What are my major influences for this game?
Fallout 1 and 2 by far the largest direct impact – a post apocalyptic setting, then FTL and Don't Starve maybe?
I'm nearly 32 (I think?), so my bread and butter inspiration wise was that 1997 to early 00's era stuff.
What do I bring to the table?
Intricate animation work, with a custom character system (called Trinity) and a sub-textual story motif, and I feel an innovative twist to turn based combat.
What are my aims?
To create enough of an audience to be able to make games for the next 10 years. I have spent already nearly 1 and a half years (full time) on this engine and game.
What's LÖVE got to do with it?
Because it's simply awesome, partly because of it's speed and flexibility, and partly because Lua is the most amazing language that I've ever used. I started learning LÖVE about 5 years ago, and after a break I started development part-time for a multi-player RTS type game (in the vein of Shattered Galaxy). After the 'shocking' realisation that the game would be too ambitious, I recoded the engine for an RPG type game (which coincided with me leaving my full time job) to then starting this project full-time.
About Me?
I'm located in the greater London area, with my partner who essentially is preventing me from starving to death. I tend to be quiet enough, I have many interests and may seem to flutter about without settling down on anything. But rest assured that I have been committed to programming most of my life, and LÖVE/Lua has captivated me.
I have moved my designs from a stupid ambitious project to an ambitious project. I have been fighting many doubts over the years but now just remain focussed to delivering this game. I have aspirations to help the community more, but perhaps I could be of more assistance when my game is out in the wild.
I tend to spend 9 to 12 hours coding or drawing per day, 7 days a week. Although a lot of the time I create my own stress and deadlines, I feel that I may be able to create a final product before I kill myself trying to.
How do I manage everything?
I use pen and paper, a gift I learned from my PhD studies. Create a log book, jot down any ideas, notes and things you are working on. I have a separate stack of papers where I create task sheets for the day/week, and cross things off. I love crossing things off lists; I even have lists of my lists, and then cross those off too. I have used JIRA in the workplace for a couple of years, but I prefer pen and paper.
Code standards?
I like clean code, I like 4 spaced tabs. I like functions, lots of functions (John Carmack style).
I despise Java style rigid OO and the associated syntax. I now believe that getX() and setX() is the creation of the devil, the devout followers are confused souls that need saving. I also hate the word 'manager', which should be banned from programming and the general workplace too.
Practical Obstacles
I have revised the draw cycle and 'engine' bits so many times my fingers hurt. I have now created something that relies on a graphics card using the sprite batching method. I feel I have a very fast implementation that allows many layers of ground textures, characters, and objects. If anyone is interested in this area specifically please mention so, I will then try to type up what I've done.
I feel as though the game could work on a variety of systems despite me planning on packing it full of actors/objects and particle effects. I have created a UI system that rescales itself for the screen. I might share this code specifically however I don't think people will understand what I've done there and probably cause a lot of pain; for my own uses though I think it works well enough.
I am on my second or third generation of 'programmer art', which doesn't fully represent the final aesthetic, however fully encompasses the engine and mechanics of the game. This I feel has been one of the toughest parts of the whole process, and it will change again I am sure.
God bless you all.
Website:
http://www.omicroncubed.com