Controlled Doses of Exceptional Blather

Friday, August 31, 2007

Call Me Edward Hicks

Yeah, I guess no one really wants to admit they're naive (though maybe it has it's qualities). Naivety in retrospect can make you feel regretful of your decisions or your lack of fore sight. I have to admit that my belief that I would make quick and decisive thrusts into the foray of 2D game design were naive at best, now that I am knee deep in it and looking back. Ya know... Perhaps game design isn't quite as simple and manageable as I thought it was. Yep, I can hear all the experienced developers laughing hysterically as they read this... but I guess that realization has to sink in to everybody sooner or later.

My development is going a lot slower than I planned. Painfully slow, actually. Though I have managed to surpass my milestone. That one brick wall that I kept coming up to time and time and time again that just frustrated me to no end turned out to be transformational matrices. Hoo boy! I've come to learn that it's one of those integral parts to almost every game out there that I was blissfully ignorant of all this time. It surprises me to think of all the stuff that goes on behind the scenes of the most simple of games that most people would find overwhelmingly complex. Well, like I said, I was naive to the complexity, but I've been put in my place. I've been doing a lot of learning, and I intend to come out on top.

Well my Confined/Mastery project turned out to be too broad a canvas to learn about the little nuances of the game engine I'm making, such as matrix transformation, so I ended up taking a step back and trying to work with a more manageable platform. This started out borrowing my camera and scene code from the game and making a small test bed. It has quickly evolved into a Map Editor-to-be.

My current project is MapTastic, my tile-based map editor-in-progress, that has allowed me to over come my transformation hurdles and remain productive for my final goal. I'm slowly coming to realize all the research and learning and understanding I'm having to accomplish, or will in the near future. The matrix math, events and delegate function logic, game state engineering, file management, XML cataloging, in-game events and scripting, shaders and all that fancy stuff... the list goes on and on. I truly do have my work cut out for me. There's not a ton of material to read out there, but thankfully there's enough that with a -little- bit of time and mind-numbing trial and error I might actually possibly hopefully be able to pull it all together in time... I cannot fathom how this stuff gets done with deadlines.

And if I might before I go... it blows my mind that people are able to generate fairly complex games in the matter of a day, or a few days, or a week, or whatever those crazy competitions are. I dunno if they're basement dwelling keyboard-dependent freaks of nature that just live and breathe code, or if they're just that freakin' good, but man... I'm jealous. :P Wish I could be a freak of nature. :P

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