It is time to reset, to re-build. To re-learn what is forgotten, to test what has been learnt. To shed bad habits picked up along the way and pick better ones instead.
A few months ago I found myself in need of a new tool for making video games and other interactive software. For quite some time, I’ve felt this disenchantment with technology in general but software in particular and I wanted to avoid the bloat inherent to developing a new application these days.
The past few months have been an interesting exercise in learning a new game engine and making something playable with it.
How it started..
The game started out with completely different intentions for its core mechanic, however, after iterating and trying various other approaches, the game ended up in a completely differnt place. I feel that I have pursued this as much as I wanted to and will not be pursuing this any further.
Its been a while since the last blog post so I thought I might share an update about the project. I recorded a video showing the gameplay elements currently implemented showing gamplay of the a level from the start till the end. There’s still a long way to go of course and a lot of basic functionality needs to be implemented till I can even call it a complete prototype. Still, I thought it might be interesting to look back at it in some time when the game has progressed.
So I’ve been away for a few months now, and I feel its a good time to come back to the website and write a bit about my new project – Mech Defence.
New Beginnings
Let me begin by mentioning that the game has nothing to do with Mechs, although they were part of the initial idea which is why I settled on the working title “Mech Defence”. Had to call it something right?
A Retrospection I can finally say that Project Symmetry is completed and now is the time to look back at what worked, what didn’t and where to head towards next.
Let me begin by reiterating the goals of the project because throughout the course of development, these varied wildly. The project started about five years ago as an earnest endeavor to understand what goes into building a game, from top to bottom, unravelling as many layers as possible.