Although it may have escaped your attention, many games do in fact have dynamic content that is generated at run time like the maps in Diablo II, or enemy and object locations in Left4Dead. Still, there is generally more static content then there is dynamically created.
This is a non-trivial concept and implementing it will be a nightmare, but I'm taking a crack at it anyways because it IS possible, and I'm pretty sure I can code for it.
What made me want to try was getting fed up with making the tons and tons of sprites, maps, and characters needed for a game. I'm terrible at graphic design, so of course I jumped at the idea of creating it all dynamically.
Now that you have an idea of what I'm trying to accomplish, lets dive into what I'm using to make the concept live.
I'm using the Adventure Game Studio game engine. It's intended to create those old school 'point-and-click' adventure games, but can be used for so much more. I've been messing around with it and twisting it's arm this way and that for a few years, and this is the most basic place to start. Once I finish the concept in AGS, I'll move on to other game engines and implement what I learned.
I'll put more information about the project as time moves forward and I get more done, but feel free to have a preview of the game in progress. What you see is not even close to what the finished product will be, instead it is the bare bones of what it will become.
At the moment my biggest challenge is the level generator, which I'm probably about 10% done. Granted, I don't think the level generator will be 100% done until the game itself is approaching completion. As for the code involved with the player, that's more like 75-80% done. I already had most of the code associated with a player in this style written in a few previous games, so it was a bunch of copy-paste, tweaking, and now the player detects collisions, moves, shoots, reloads, and switches weapons. The basic stuff, really.
As you can see, the level generator is still in construction


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