by date
Plan for Christopher Randolph
Plan for Christopher Randolph
| Name: | Chris "Spectre-7" Randolph | |
|---|---|---|
| Date Posted: | Sep 01, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Chris "Spectre-7" Randolph |
Blog post
Inaugural .plan
I've been putting off game development for years now. I bet that story sounds familiar to a lot of folks here...
During high school it was all I could think about, but I never invested the effort in developing the skills necessary to pull it off. I worked for Electronic Arts, made contacts, but it never came together. I worked for 3DO, and still I didn't get any closer to my dream. At some point I had a team culled from contacts I'd made in the gaming industry, but it just didn't happen. A lot of my experience left me rather disenchanted (3DO does that to a man), and the dream lay forgotten in the shadowy depths of my brain.
Now I'm making it happen.
A couple weeks ago, I found myself avoiding work, and once again looking for a game that didn't exist... A game I was dying to play. One moment I was bitching to a friend who works for a large-game-publisher-who-shall-remain-unnamed, and the next I was writing a design doc and drawing up the first interface mock-ups. At first I just wanted a good pitch for a game developer, with the hopes of securing a job based on it. Pretty soon, I was figuring out just how hard it would be to pull this off all by myself. That's what led me here.
After untold contemplation, concentration and general curmudgeoning, I took the plunge and purchased a license to the Torque2D game engine . It's now a week later, and I'm finally starting to feel settled in around here, so I figured it was time to start filling in goofy things like this plan that nobody's going to read. :)
The good news: The engine is every bit as flexible and easy to work with as I might've hoped. I have all of the tools necessary to finish the job (except maybe a windows compiler). The initial design phase is nearing completion, and I can move on to prototyping soon.
The bad news: ...Ummmm... the GarageGames site doesn't seem to like Opera too much. That's a shame. My keyboard and mouse have been irritating me recently, but I've thus far managed to avoid smashing them to bits. That's about it.
The Project: -= Where None Have Gone =-
As for the project, I don't really want to talk about it too much until I have something playable. I don't know if that's pragmatism or superstition, but either way it'll have to suffice. From what I've gathered lurking around here though, folks are going to be pretty excited when I finally let the cat out of the bag.
Keep your eyes open. I promise it'll be good.
Until next time,
Chris "Spectre-7" Randolph
During high school it was all I could think about, but I never invested the effort in developing the skills necessary to pull it off. I worked for Electronic Arts, made contacts, but it never came together. I worked for 3DO, and still I didn't get any closer to my dream. At some point I had a team culled from contacts I'd made in the gaming industry, but it just didn't happen. A lot of my experience left me rather disenchanted (3DO does that to a man), and the dream lay forgotten in the shadowy depths of my brain.
Now I'm making it happen.
A couple weeks ago, I found myself avoiding work, and once again looking for a game that didn't exist... A game I was dying to play. One moment I was bitching to a friend who works for a large-game-publisher-who-shall-remain-unnamed, and the next I was writing a design doc and drawing up the first interface mock-ups. At first I just wanted a good pitch for a game developer, with the hopes of securing a job based on it. Pretty soon, I was figuring out just how hard it would be to pull this off all by myself. That's what led me here.
After untold contemplation, concentration and general curmudgeoning, I took the plunge and purchased a license to the Torque2D game engine . It's now a week later, and I'm finally starting to feel settled in around here, so I figured it was time to start filling in goofy things like this plan that nobody's going to read. :)
The good news: The engine is every bit as flexible and easy to work with as I might've hoped. I have all of the tools necessary to finish the job (except maybe a windows compiler). The initial design phase is nearing completion, and I can move on to prototyping soon.
The bad news: ...Ummmm... the GarageGames site doesn't seem to like Opera too much. That's a shame. My keyboard and mouse have been irritating me recently, but I've thus far managed to avoid smashing them to bits. That's about it.
The Project: -= Where None Have Gone =-
As for the project, I don't really want to talk about it too much until I have something playable. I don't know if that's pragmatism or superstition, but either way it'll have to suffice. From what I've gathered lurking around here though, folks are going to be pretty excited when I finally let the cat out of the bag.
Keep your eyes open. I promise it'll be good.
Until next time,
Chris "Spectre-7" Randolph
Recent Blog Posts
| List: | 01/07/06 - Where None Have Gone! 09/14/05 - Plan for Chris "Spectre-7" Randolph 09/01/05 - Plan for Christopher Randolph |
|---|
Submit your own resources!| Chris Labombard (Sep 01, 2005 at 11:01 GMT) |
| Linhart Walter (Sep 01, 2005 at 16:58 GMT) |
| Chris "Spectre-7" Randolph (Sep 02, 2005 at 03:52 GMT) |
Linhart - It is hard to say, but my current plan is to Alpha sometime around the beginning of December. I'll be posting more information right here in the near future, and probably start showing mockups and what-not when I hit first playable.
Thanks again, folks. I was pleasantly surprised to find responses. :)
You must be a member and be logged in to either append comments or rate this resource.


Not Rated


