Development plan – 2022.01.31

Planning and Development

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.

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