A word or two about world generation

(This post was contributed by my brother and partner-in-crime, Martin.)
My brother was quite correct in his statement regarding many moons ago. I initially started developing an interest in game development when I realized that chemical engineering as a career, or sitting on a petroleum plant for the rest of my life, wouldn't bode well for either my social life or my liver. I used to spend endless hours playing the old school games such as Sid Meier's Civilization and the various spin-offs such as Master Of Magic, Orion and the works — real old school. It got me going on a realistic, but completely random map/world/star system/galaxy/universe creation.

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Posted by Mr Rho
 

Mockup: World map

World_map_mock_fullsize

A basic mockup of what I think the world map should look like.

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Posted by Philip Cronje
 

Fuckin' platforms; how do they work?

So I've got the high-level concept of what the game is going to be about. The next thing to decide is which platforms I'll be developing for.

It probably goes without saying that Windows is immediately the first platform on the list. It's widespread, familiar, it's the platform I'm the most active on in terms of daily use and play, and there's no barrier to entry. (Releasing the Express editions of Visual Studio is probably one of the smartest moves Microsoft has ever made.) Depending on the specific technology used, you could also add Linux and Mac OS X, in theory, to this mix.

Mobile platforms are also an enticing option, since everyone and their dog has a smartphone these days, along with free time to squeeze in a session of gaming. It's not as simple as that, though. Your design must be able to work with the input mechanism present on the target platform. For an example of where this did not work, consider Quake III on the PlayStation 2. If you've never played that version of the game, consider yourself lucky. The control scheme did not translate very well to the PS2 controller, since it wasn't designed with that in mind (in actual fact, it sucked a pile of... well, yeah).

You can't just dumb down the interface across the board to support a more limited set of input signals, either. An example of this is the PC version of The Elder Scrolls IV: Oblivion, which, quite frankly, reeked of having been designed solely for a gamepad.

In my specific case, however, touch-based input, which is prevalent on the modern batch of smartphones, shouldn't necessarily be a problem, barring a few user interface alterations.

Chances are that any mobile version I release will be done for Android instead of iOS devices, for the simple reason that I can't afford to develop for Apple hardware.

Finally, we have the consoles. The PlayStation3 is out, right off the bat, since as far as I can tell, you need to be a licensed Sony developer to be able to release a game on the PSN, which probably won't happen real soon. Ditto for the Wii. The Xbox 360, on the other hand, is much more accessible, thanks to Microsoft's XNA Game Studio. The only catch with that is that South Africa is not a supported territory for creators releasing games with XNA... yet. Hopefully that will change once Live is launched locally later this year. If not, consoles will remain a closed door.

For the time being, I will be implementing the game using XNA, if for no other reason than it's swift to get a prototype up and running using it. If it ends up being insufficient for the full, released game, I can port it to SDL or another technology without too much effort.
Posted by Philip Cronje
 

Introduction

It's almost guaranteed that at some point in the life of a programmer, who also happens to be an avid gamer, they will declare "I am going to write a game!"

A few weeks later, they realise what a fucking chore it actually is, and there goes that idea right to Hell (which, as we all know, has a road leading towards it paved with bricks made from the finest Goodintentium). This time, however, it's my turn (dagnabbit) to venture forth into that murky night which is indie game development. I won't be trying to create GTA IV on a shoestring budget, but I ain't gonna crap out no Pong, either. Thus, I'll be chronicling my efforts to create an honest-to-gollygosh playable game on this blog, if for no other reason than cloggin' up the 'Tubes and to provide me with nostalgic source material many moons from now.

Here's the TL;DR, attention-deficit Internet: Guy starts writing game, blogs about it. Hopefully finishes game at some point.

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Posted by Philip Cronje