miniDooM: Getting a hold of things... Again

Time to get back on track. As I mentioned before, I'm currently facing a dilemma regarding the miniDooM project, and this has brought to the forefront a sad truth of my current situation: Unless I get on with it and do something, the project will remain forever in the planning stages (I know, I know, basic stuff). So I'm now trying to focus on the basics.

My plan now is to build a feature complete release, that is, an implementation of the game that contains most, if not all, of the planned gameplay features, leaving content generation for a latter phase.

What this means is having the game boot directly into a game map with a few items, baddies and the like scattered around, and not to worry about how the game's story is structured.

Right now I'm making a list of the essential gameplay elements that I need to hit for this feature release. Once those are decided, I'll spend time creating the needed assets (a complete tileset for the map, all the required sprites for just this release, a few items), and then I'll focus on just programming the functionality, forgetting all about content generation until I have hit the functionality-complete release milestone.

I also need to get back to the weekly blog update, if only to keep myself thinking about my projects.


DooM fangame: Rebooting

So I'm back from medical leave, still not entirely "fixed", but hey, who is?

Regarding my project, I'm pondering some hard decisions, namely:

  • Do I get rid of the DooM branding and make my own thing?
  • Do I scrap a big chunk of the display handling code and implement a simplistic LWJGL window to draw unto?
The reason for both of these is to simplify my life, both from a programming standpoint, as well as from a "not wanting to have the DooM IP owners come knocking and causing me headaches down the line".

I'm also getting distracted with other projects, which, as anyone who has ever tried to do something knows, carries a high risk of causing the abandonment of whatever I was doing before contemplating "new" things.

Luckily, a big point about the development of my game project is to create a framework where I can experiment with other game ideas (hence why I overcomplicate some of my code to make it flexible), which is why the whole "scrapping code" idea is a hard decision to make.

So, here's to getting back on track!