New game project

I’ve decided it’s time to start a new game project. I haven’t done one (well, not a proper one) in a few years but things now seem to be nudging me back in that direction.

A screenshot from the first full game I created. Yes, it’s a fan-made Dizzy game for the Spectrum.

Since the Union Canal Unlocked project finished a year or so ago, I’ve been working on a 3D project in my spare time, but I’ve become frustrated that it’s not really going anywhere, at least not very fast. I had very ambitious goals for it and maybe I’m just starting to realise how long it would realistically take for me to achieve them. I may go back to it at some point, but right now I’m getting tired of pouring time and effort into code that may not actually produce any interesting output for several months or even years.

At the same time, a few things have happened that reminded me how much I used to enjoy making games. I read through an old diary from the time when I was making my first one (well, the first one I actually finished), back in 1994, which seems impossibly long ago now. It brought back the feeling of achievement and progress I used to get from making another screen or another graphic. I’ve also recently played through a game that a friend made a few years ago, and another friend started studying game design just a few weeks ago. It feels like the right time to go back to it.

My second game, also for the Spectrum. This was going to have a ridiculously ambitious 56 levels but I only got around to making 6

Of course, it’s going to be challenging to find the time, especially with our new arrival in the household! But in a way that just makes me more determined to use my scarce time more effectively, on something that I’ll actually find rewarding, rather than trying to force myself to work on something I’ve lost interest in.  Even if I only manage to do a little bit each week, I’ll get there eventually.

I have a rough plan for the new game, which will no doubt get refined and altered a lot once I get started on it. It’s going to be my first 3D game (except for a little joke one I made late last year), something I’ve shied away from in the past mainly due to the additional complexity of 3D asset creation, but after actually completing some 3D models in the last few years, I feel a bit more confident that I can do it, and I think it will fit my concept better.

My third game, this time a historical Scottish game for DOS PCs. I only finished one level of this one

I’ve decided to write it to run in a browser, using JavaScript and WebGL. This will have its pros and cons. On the plus side, it’s technology I already have quite a bit of experience of; the game will automatically work on pretty much every platform without much extra effort on my part; people won’t have to install it before playing it; and not using a ready-made game engine will give me freedom to do everything exactly the way I want (plus I find tinkering with the low level parts of the code quite fun!). On the minus side it likely won’t run as fast as it would have as a “native” app, though I don’t see this being a huge problem in practice as what I have in mind shouldn’t be too demanding; and building the engine from scratch will take quite a lot of work.

To begin with I’m just going to target computers rather than tablets and phones. The control system I have in mind will work with keyboards and mice but not so well with touchscreens. At some point later on I might add a touch control scheme since most of the rest of the code should work fine on touch devices.

“Return of the Etirites”, probably the best game I ever made. It’s basically a rip-off of Mystic Quest on the Gameboy

I’m intending to write a series of posts on here to chronicle my progress. Of course, it’s always a bit dangerous to commit to something like this publicly, but that’s part of my reason for wanting to do it… I hope it will encourage me to actually do some stuff and not just think about it! And it will give me something nice and constructive to write blog posts about, instead of Brexit 😉 . It might take me a while to get the first post up, because as anyone who’s used WebGL (or done any OpenGL coding without using the fixed pipeline) knows, it takes quite a lot of code to even display anything at all. But once the basics are done it should be possible to build on it incrementally and progress a bit more rapidly.

Wish me luck!

 

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