17 July 2012

Playing with soundtracks, here is the one for bone\ivory biome:

13 July 2012

Introducing the Ninja

Hey guys, time for my new post has come. I'm done with all exams I had this half of year, so I was working on the new engine's design for some time. The new engine was given the code name of Ninja. We decided that its main features must be support of cross-platform and multithreading technologies and also it must be modular. The engine's core is be combined from several manager objects. Each manager represents definite system that do its own work. Some of them are: platform manager (platform-related functionality), task manager (multithreading and work tasks), system manager (handles external systems' modules, which will do all the gameplay work - rendering, sounding, physics, AI, etc.). BOOST and SPARSEHASH help a lot with memory and objects management. I made about 1/3 of the planned work to make a limited but working alpha. Stay tuned for more news.

12 July 2012

Development process.

As described in previous posts, game style is going to be designed as abstract, something people have forgotten in the 3D era of video games. And gameplay is going to be designed to provide a deep strategic experience, richly rewarding players with extensive knowledge of game mechanics.

These design choices reflect two main points of the development process of this game.

As a developer - clarity as a quick way to formulate what to do in our next step of development at any given time, and rationalism as an effective distribution of resources will be prevalent. To reflect these two key attributes of development, the game world is an abstract, comical presentation of basic laws of physics.

As a gamer - main questions are "How can a game improve my understanding of our world and what original ideas can it raise?" and "How can the efficiency of games be improved? How can both players and developers make them more enjoyable as an art and as an information medium?". This is why the gameplay concept is designed to stimulate and reward player logic and imagination.

We are not making a game to waste our and our players time. We are making a game to improve ourselves and to provide an example of how to improve the industry. This is our main goal and we intend to follow it clearly and efficiently.