I’d like to expand a little bit, as previous post was sort of messy (I was tired and sleepy writing it).
I’ve stated I’ve failed, but that’s not exacly true.
I’ve stated in Day0 post, that mostly I would like to see how one works with Artemis (cpp port) entity system. I think in this I succeeded. That is after week of work I think I get the idea, so I’m quite happy about it.
Evil Master Plan
As I’ve stated, I think it’s important to have detailed plan, here’s how mine looked like, and how it actually ended-up:
|1||level generation + basic movement||level generation + basic movement|
|x||change movement system -> action system, add firing||
fov (including fov for NPCs)
(not much done on day 3)
|x||fov (including fov for NPCs)|
|x||animals||movement and firing changes (still not done)|
|5||AI for animals and NPCs?||
firing saga continues…
actually create action system
|6||AI probably, trails + sounds||ai basics for animals, weapon reloading|
|7||polishing ?||ai for poachers, lots of ‘last minute’stuff|
If you take a look at table above, one clear thing comes up from this, I didn’t have slightest clue, how much things will take.
If you’re wondering why those things took me so long, the only explanation I have, is that if you want to use entity system, you really have start to think the way entity system works (or at least how I believe it should work).
Positive side is I had good hunch, that I should do action system early, if I did I think it would make some thing simpler (i.e. I probably wouldn’t spent so much time on firing thingy)
As you can see from the table, final thing is not polished, as on last day I was struggling to have at least some AI for poachers.
Now there’s one more thing about this plan, I believe it’s not detailed enough, if I thought before, what animals do I want to have, and how they AI will look like, it would have become obvious to me, that I won’t be able to do all the animals I wanted (I wanted at least 6). Well at least not in C++, which brings us to another point…
I work as a software engineer and C++ is sort of my main language, which I think entitles me to state the following I would strongly discourage anyone from using C/C++.
It probably depends, on what would you like to focus on, but I still think statment above holds.
What you will probably want is fast prototyping, and words C++ and prototyping shouldn’t be put in one sentence 😉
Also I was starting almost from scratch (well mostly because of that want-to-know Artemis attitude, and it was actually my first RL), I’m pretty sure I am not gonna do that again.
If you really want to focus on the game, I’d suggest framework e.g. full-blown like Tome-4, or take a look at things other people were using (especially those who succeeded ;))
Devil is in the details, distractions, bugs
I also spent some time to have quite generic lua-based parser – that is cool, but it’s something I should a) either have upfront, b) use something ready, c) use something simple and change it later in need.
Oh one last thing, remember to include time for debugging in your plan 😉
I hope I’ll be able to try again next year. I’d try doing something that would fit in three-four days, and spend the rest on polishing.