Tree falling …
As I’m writing the new engine components I am very aware of a trap that I don’t want to fall into again and that is the dependence of graphics on the game objects. I have found in the past that I avoid working on gameplay related code if I’m not digging the current graphic style …
So for the new engine I am adopting the ‘tree falling’ approach where by the whole game can run even if it is not seen or more precisely, the whole gameplay structure has ZERO dependence on graphics. This actually ties in with something Wiebo touches on in his most recent post about Trapped (http://wiebo.wordpress.com/2008/02/22/trapped-dev-update-16/)
The benefits of doing things this way are :-
1) I won’t get tied down to a graphic look.
2) I can easily change from straight 2D to 2.5D and back.
3) You can even create the whole game using debug graphics (just a bunch of boxes) and hence be more agile.
Well, we shall see how this plan works but I’m gonna be very strict on myself and push through the pain.

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