Engineering

It's been quite a while since my last post here. I'm driving towards opening up a new blog to begin blogging the prototyping of the latest project codenamed - The GoP.

I've pretty much nailed down a lot of technical stuffs, and also, the core engine behind the game is getting more and more mature. The engine now runs on Ogre3D and Bullet physics, with some engineering and nice architecture so that it can be scaled (at least after the prototyping) to the game's completion, but no, it's not a Unreal3D or Unity3D competitor. It's instead a small scale, cute engine that has a requirement - to run on most machines. Also, a sound engine is required (and missing) from the game engine, I'm currently in the midst of investigating how I can incorporate OpenAL to it without much effort. (Yeah, whatever, I'm a l\azy guy)

My concept of indie game is that it should be small, innovative, fun, but not mainstream. Means? It means that indie game should not be "yet another very polished First Person Shooter(FPS)". Don't get me wrong, FPS is a good genre, and it could be an indie game, but not a FPS that's polished ONLY. There must be some fresh element in it. Take for example Portal. It's a FPS, but what you shoot, is instead a portal that you could teleport to, making it a game of great puzzle.

I'm hoping my concept could at least nearly as good as the concept of Portal, World of Goo, Braid among many other indie games.

Okay, that's it for now... What? Screenshot of the game? No. It's a no-no to even think about getting a screenshot. It's still too much of a box, triangles, and spheres in the game. (Oh yeah, I'll need to remind myself about beginning to create some asset to that I can get an "early exposure" of the game to the net).

I hope the next post I make will be a post to link to the game The GoP's official site.

Have fun, and good night :)