Milestone 1 – Deciding to make a game


So, my first dev log topic will cover the planning process for my game.

I have already created an Asteroids based, space shooter in Godot and JS… I was developing both in tandem essentially because I didn’t know either very well, I had just started learning both technologies.  I started primarily with JS first, because I thought it would be easier, and when you first start out, your intentions are to get A GAME DONE.  It doesn’t have to be a AAA title, just plan, execute, test, and deploy a game.  Lot of people do small platformers, Godot itself has a great complete game tutorial for beginners.

Mine was going to be asteroids, and I did, in my opinion, a decent job our outlining the scope of the game systems and mechanics.  I use Microsoft PowerPoint for my creative tool planning sheet, just because I’m familiar with it and have my own copy.

All this lead in to give the why around my rationale for re-engineering it.

A friend of mine has been slowly creating their own game library in Typescript, of which I learned this past Christmas.  Peasy-UI is a WONDERFUL library that allows for binding the DOM to a form of data state, making manipulation of the DOM super simple.

Well, since Peasy-UI was so successful, my friend has provided early frameworks for other different ‘libraries’ that need played with and tested, and some of them are TRULY EXCITING.  Peasy-input, Peasy-physics, and Peasy-lighting, the latter of which has blown my mind with potential.

To test these new toys, I decide to knock the dust off my old Asteroid project and take another run at them now that I have a couple of years under my belt with coding and game dev.  I see easy ways to integrate all these new libraries into an actual application to see what they can do, and for a project that can evolve and grow with the project.

 

Twitter: @jyoung424242

SlideShare: https://www.slideshare.net/JustinYoung3/next-gen-asteroids

GitHub: https://t.co/utxHxXKdOz

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