Again I've got an awful lot stuff done but have very little too show for it. So instead here's a peak into my disturbing and deranged development process. Below is snapshot of my schedule (as provided by Justin :) ). Note that there are still 400 hours outstanding. And that doesn't actually include writing the game. Urk.
Also as I've just finished a major milestone (I'm done with the database) here is some of my test output. It looks a lot more interesting when things fail but I don't want failures so... buggerit.
Now I'm moving back to cleaning up my "language" as I've thrown out Ruby. It's quoted because it's not a complete language. It doesn't have a parser or even any sort of textual representation - the entire thing is written programmatically (in C++) but that's good enough for the time being. After completing The Abandon Wars I'll clean up my tokeniser and preprocessor.
Also still on the cards is fixing my UI Framework (see some of my earlier posts) as it is now quite broken but was always geared to be used from a scripting language (ie: anything other than C++).
But that's enough of that. So...
Later!
Also as I've just finished a major milestone (I'm done with the database) here is some of my test output. It looks a lot more interesting when things fail but I don't want failures so... buggerit.
Now I'm moving back to cleaning up my "language" as I've thrown out Ruby. It's quoted because it's not a complete language. It doesn't have a parser or even any sort of textual representation - the entire thing is written programmatically (in C++) but that's good enough for the time being. After completing The Abandon Wars I'll clean up my tokeniser and preprocessor.
Also still on the cards is fixing my UI Framework (see some of my earlier posts) as it is now quite broken but was always geared to be used from a scripting language (ie: anything other than C++).
But that's enough of that. So...
Later!
2 Comments:
Dude, schedule the *game*, forget about the tech. You'll build all that while actually making the game.
Even if it starts out game-specific code, you can migrate it to a common library at some point.
This approach is working well for me at the moment (and I'm getting a lot done)
By Justin Paver, at 8:54 am
Ah, but a game is a journey not a destination (looking at the patches for Supreme Commander this is certainly true).
Actually I'm not really that bothered about when I finish Space Crusade; I'm (mostly) just having fun writing it.
The good news is I have my new environment up and running and I seem to have fended off a particularly persistent bout of flu which has been bugging me for the past three weeks or so. ie: Time to get coding again.
Here's hoping :)
By Andrew, at 7:36 pm
Post a Comment
<< Home