Tips on approaching new project
Posted: Sat Jul 03, 2021 6:35 am
I want to make something similar to the 2012 game Faster than Light (FTL) as I enjoy the 'crisis management' this game presents.
I have learnt from previous projects and proof-of-concepts that I tend to start with elementary graphics and slowly build up the back end and front end but then I think of a brand new idea that just breaks my framework or code and then I get cranky and lose productivity.
This time, maybe because it's better, maybe it's just an experiment, I'd like to code a large part of the back end mechanics. I'd like to define classes and algorithms and functions. Things that interact with other things with no or bare minimum GUI. I'd like to see if I can do space ship combat mechanics without investing hours into GUI's and art work and graphics which aren't my strong point anyway. I want to see if I can do flood-fill and path-finding and I want to be sure that most of the events I want to do can actually be done before I invest weeks in a GUI.
I'm thinking maybe a combination of console and printing raw numbers to the screen. Maybe super elemental use of love.draw.rectangle etc to help see the mechanics working. Not sure about inputs and commands and manipulating things. Maybe text prompts via console that won't mean anything to anyone except me but I can still prove the mechanics are sound.
Has anyone taken this approach before and is it viable? If it does work then I'm hoping it is a good way to make a super clear separation between mechanics and graphics. Might even make it possible/easy for a graphics person to do graphics thing while I can do the back end thing.
Thoughts? Dumb idea?
I have learnt from previous projects and proof-of-concepts that I tend to start with elementary graphics and slowly build up the back end and front end but then I think of a brand new idea that just breaks my framework or code and then I get cranky and lose productivity.
This time, maybe because it's better, maybe it's just an experiment, I'd like to code a large part of the back end mechanics. I'd like to define classes and algorithms and functions. Things that interact with other things with no or bare minimum GUI. I'd like to see if I can do space ship combat mechanics without investing hours into GUI's and art work and graphics which aren't my strong point anyway. I want to see if I can do flood-fill and path-finding and I want to be sure that most of the events I want to do can actually be done before I invest weeks in a GUI.
I'm thinking maybe a combination of console and printing raw numbers to the screen. Maybe super elemental use of love.draw.rectangle etc to help see the mechanics working. Not sure about inputs and commands and manipulating things. Maybe text prompts via console that won't mean anything to anyone except me but I can still prove the mechanics are sound.
Has anyone taken this approach before and is it viable? If it does work then I'm hoping it is a good way to make a super clear separation between mechanics and graphics. Might even make it possible/easy for a graphics person to do graphics thing while I can do the back end thing.
Thoughts? Dumb idea?