To Create a Demo
Read on if you have an interest in indie, hobbyist #gamedev. This is my first instance of discussing game development, and in many ways it’s from a very-amateur point of view.
I prioritize doing things for a reason and finding the right reasons to do those things.
I aim for high design quality in code.
The standard for design quality in my game’s code is code that produces:
flexible and slick systems
highly modular feature-sets
thoughtfully modular rule-sets
all within the architecturally-layered codebase
pure code modules for functional simulations, enforcing good state control
data-oriented system interfacing to #scene entities
AI for #scene entities to choose to perform #Action patterns
multi-user scenes using multiplayer networking
I won’t compete with career game developers, and that’s fine! I’ll just go at my own pace.
What to Show
We can use the #FOSS Godot Engine to serve lower-level engine requirements. It will also greatly inform our #opinionated approach to making the game.
I aim for spending a long, long time making progress at a snail’s pace, in order to sufficiently muse on the strategy for producing flexible, slick, and sub-modular solutions to problems, as well as develop complexity in my systems comparable to games made by small teams, the likes of which my hobbyist habits could only produce very, very slowly.
Let’s start with a person in a dungeon.
I think we will need a terrain entity
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