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Ready for ignition.
Ready for ignition.
| Name: | Glen C | |
|---|---|---|
| Date Posted: | Jun 26, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Glen C |
Blog post
I've cleaned up my work desk and organised my reference shelves. I've got a neato new printer/scanner that will enable me to easily generate reference material and scan anything useful. I've got a ream of paper, a pack of index cards, sketchbooks in several sizes, and behind it all, I've got a burning urge to make something fun to play with. Only the new hardware is recently aquired, but having it all neat and ready to go just makes the area feel fresh and new and bristle with earnest potential.
I've got my engine structure planned out, and the paths to the first milestones are clearly mapped. My overall intent is to create a modular environment that will allow me to more efficiently impliment various types of game within the TGB/T2D system. Efficiency is going to be important if I'm going to achieve my ambitions with just my own self at my disposal. My eventual goal is a top-down (GTA2-esque) sandbox that I can progressively expand with new features and capabilities. To get there, I'm intended to iterate through a series of smaller sub-projects, with each one driving expansion of the engine to support required features. Initial sub-projects will be based on clones of various games I enjoyed during the C64 days, excepting the first, which will be an integration of the WhackAMole tutorial game to test the framework early.
Tomorrow, I get to hit "New Project" and set the whole pattern in motion, and I reckon I'm going to have a ball!
I've got my engine structure planned out, and the paths to the first milestones are clearly mapped. My overall intent is to create a modular environment that will allow me to more efficiently impliment various types of game within the TGB/T2D system. Efficiency is going to be important if I'm going to achieve my ambitions with just my own self at my disposal. My eventual goal is a top-down (GTA2-esque) sandbox that I can progressively expand with new features and capabilities. To get there, I'm intended to iterate through a series of smaller sub-projects, with each one driving expansion of the engine to support required features. Initial sub-projects will be based on clones of various games I enjoyed during the C64 days, excepting the first, which will be an integration of the WhackAMole tutorial game to test the framework early.
Tomorrow, I get to hit "New Project" and set the whole pattern in motion, and I reckon I'm going to have a ball!
Recent Blog Posts
| List: | 10/29/07 - Platforming with TGB 10/02/06 - Moving ever forward. 08/10/06 - Sandboxes, Shmups & Tilemaps 07/25/06 - Endless War 07/17/06 - Hitting the road. 07/10/06 - Weekend Warriors 07/06/06 - Sandboxing 07/05/06 - Gyhart Framework Design |
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Submit your own resources!| Michael Woerister (Jun 26, 2006 at 15:28 GMT) |
EDIT: Only 2 words and I manage to get a typo in there ;)
Edited on Jun 26, 2006 15:29 GMT
| James Thompson (Jun 26, 2006 at 16:08 GMT) |
| Tom Eastman (Eastbeast314) (Jun 26, 2006 at 16:10 GMT) |
| Rodney (OldRod) Burns (Jun 26, 2006 at 19:44 GMT) |
| Michael Hense (Jun 26, 2006 at 22:28 GMT) |
hey Glen go for it!!! it's all a state of mind...
i've been sitting around looking at the cg resource for weeks now,
finally, today, i'm taking the plunge...
good luck...
--Mike
Edited on Jun 26, 2006 22:29 GMT
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