I have implemented the most very basic features of a game. Namely, you can walk around a flat map with a camera that follows the camera and which you can clumsily control. I think the next best thing to begin working on is the terrain. The problem with this is that it opens a huge can of worms. Said can is opened due to the fact that I am not using a game engine to develop this, only THREE.js, and so I need a tool to create a terrain. I could always just use an image editor to create a monochrome heightmap then alter the base plane to fit that heightmap but that’s not really a full solution. Well, I guess I mean it’s just very difficult to maintain. I would have to guess about the y-location of every asset I ever added to a scene because it would be nearly impossible to tell the height of the terrain at any given point in the world.
So what does this all mean? It means I need a world editor. I need a tool where I can create, load, and save chunks of the game world. I’ve actually done a good bit of this work on previous incomplete projects so it’s not a completely overwhelming thought. That being said, if I’m working on a world editor then I’m obviously not working on visible features in the game. Still, it’s a necessary tool that I absolutely won’t be able to move forward without. I will probably spend the month of February working on the world editor and hopefully I will have a mostly-functional tool by March 1. In between coding I will be working on story lines, lore, and creating some proof-of-concept art assets to use once the editor is available.
So, the schedule for the month of February is as follows:
- Blog some kind of art asset February 5th, 12th, 19th, and 26th.
- Work on the world editor and get a usable scene in place for a new release on March 1st.
I think that’s a reasonable schedule and I’m going to try very hard to stick with it.