A road map

The way I see it, this project will likely be split into a couple of pieces. The first is to actually generate the data I need to make an interesting game. This is where the chunk creator comes in. It is essentially going to be a grid, with each cell colored based on its in-game contents. The goal for tonight was to have the basics of it completely implemented (including switching the cell type), but in retrospect with volleyball and work, that was overly ambitious.

After the data is all generated, I will create a framework to load it dynamically into the world. I’m thinking probably two or three chunks will be loaded in the game space at a given time (meaning as objects with visual elements attached) to save on memory, but the chunk objects themselves will be loaded up by the hundreds to save on disk access time. I figure that the chunk objects will probably take up a couple of hundred of kilobytes in memory at most (not the ones being actively displayed), but if this estimate is inaccurate I might come up with a different strategy.

Finally, a scoring system and other polish elements will be added to the game. I try to do the art last and stress making an art system that doesn’t require much artistic skill; I don’t have any training in art, and though I can make it, it takes me a very long time.

All in all, I’m pretty happy with my general road map. It will probably not look anything like it does now come the end of March, but for now, it at least seems like a sane estimate of the work involved.

 

piebie

 

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