So in Part 1 I discovered that, in order to make it easy to build levels for my game, I need to create my own voxel terrain editor. I’m inordinately proud of myself for this, because after some initial hair-tearing and wrangling it has turned out… rather sumptuous.
Now I’ve got some kind of actual gameplay mechanics in my game, which might offer some kind of challenge and interest, it’s high time I started to make proper levels in which to exercise them. Not, you know, some cuboids floating in an endless blue void.
Needless to say, nothing is ever as easy as it seems.
When it comes to Sonic, for me it’s always been all about Sonic 3 & Knuckles. The long, lock-on combo of the 3rd and “4th” games has the best controls, mechanics, levels, and even narrative to date.
Even so, there’s still something to be said for the franchise’s first faltering steps into terminal decline — Sonic 3D: Flickies’ Island. Even as a game that is mediocre in so many ways, there’s something there that sets my heart racing…
For making game that is ultimately going to be about robots with swords, I’m fair bearing down on implementing gunplay right now. Well, the robots with swords will have guns too, so they will still need to be good — and most of the enemies will only have guns.
In the interests of simulated reality, enemy guns must function just like yours. They will require ammunition and they will require reloading… Unless the particular weapon does not require these things, of course.
How hard can it be?
Legacy of the Void will apparently be released on the 10th of November. Get hype?
Well, the hype train started with this strange prologue campaign that was released just a few days ago. Is it the promised land of a Rexxar-style Zeratul RPG?
I think you know the answer to that, but read on anyway. (There are spoilers for everything SC2 so far, if you care.)
I’ve been working on the ammunition system for my game recently. You know, weapon ammo consumption and reloading and different ammo types and whatnot. I started with one approach but have had to change direction, because the initial idea didn’t pan out — but in the switch, I want to preserve many of the outward aspects of it, just not the underlying implementations and attendant badness — and I start to worry that I’ve got to hold so many moving parts in my mind to keep it balancing oh-so-precariously in the realm of the specification, and I start to worry that it’s beyond me, that my brain doesn’t have enough capacity to contain all of this at once, that I just can’t do it and I’m getting old because couldn’t I do this before?
Then I realise that, actually, no, I couldn’t do this before — I have literally never done anything in my life that is so complex as building an entire fucking computer game by myself. Even at their worst, Warcraft III maps didn’t have shit on… all of this.
Have I bitten off more than I can chew?
… Well, I’m not dead yet.