With the liberated pixel cup contest done, I’ve began looking at other avenues for development. Multiple friends have told me how great Unity3D is, so I finally took a look. One word, Wow. It does almost anything you can think of for you, so all you really have to do is the specific game logic for your game. Best of all, there is a free version! (Paid version has a whole bunch of goodies, but the free version is still awesome and you can even make commercial games with it free of charge!) For anyone that wants to learn the basics, visit 3D Buzz [link] for decent FREE video tutorials!
Well, I had some problems with villages compiling for the judges, but I believe I found a solution (they haven’t posted if it runs yet). With that behind me I can now create the post I wanted outlining the lessons I learned during the competition.
C++ – This was my first real project in C++, and I believe I got a lot out of it. Most of all I think I’ve gained experience in diagnosing various errors that show up so I can quickly turn around and fix them. Before it would sometimes take 30 min or more to even figure out exactly what was causing an error, much less actually fixing it.
CMake/Cross-Platform development/Linux – Before this I had not really developed anything on linux despite a few small school projects that maybe amounted to a couple hundred lines, all of which were command line based. Villages turned out to over 6,000 lines! While lines of code really don’t mean much, it is important to note the order of magnitude difference. Furthermore, this projects had be developing on two operating systems at the same time. Even after I was done I continued to be exposed to linux in the form of distribution across the multiple distros.
Full design to distribution – This is the first real project that I’ve gone from start to finish, excluding maybe Shadow Warfare several years ago. I always get working on a project I think is ‘cool’, and then get bored after only a few months for various reasons. This contest allowed me to stick to a small design and carry it all the way through to completion and simple distribution.
I’ve pretty much always developed in windows. Of course that causes a problem with the game contest I’m entering next month since they want the game to run in linux. Added to this complexity is the fact that I’d like friends to be able to test the game in the final weeks and none of them use linux as their operating system of choice. To solve these problems I have come across CMake. Once I get it fully working it will allow me to write a script that then can be run to make Visual Studio Project files for windows and development, and Make files for any linux builds. So far in tests I have been able to get the CMake scripts to work fairly well with windows. I’ll soon be booting up a linux VM to test the script there.
Well, it has been a while since the last update. Wingdom ran into a few problems with bounding-boxes for tile-collision detection which made me take a break from it. I’ve also decided to change the server from c# to C++. I’ve merely read about C++ for a long time and never used it in a real project, so I figured this is the best of time as ever (since I’m already finishing my Jr. year of college). The client will still stay as silverlight (through c#) like before. I feel this will give me a real chance to see how it is to develop in C++ which of course will hopefully open up some doors for my future career if I have actual experience in the language. I’m really hoping to turn this into a development blog for Wingdom (and other projects I do), talking about problems I run into, solution I come up with, etc, so hopefully I’ll have some more posts soon!
A new project code-named ‘Wingdom’ has been started! I will be sharing more as development proceeds. So far the basic idea is implementing a 2D RPG that is all multiplayer based and provides players the ability to develop their own ‘zones’ that everyone in the game can explore.
Welcome to Holzum Designs! This is a site dedicated to showing the various projects I have worked on.