Wednesday, September 10, 2014

Beginnings!

Various sketches of items, creatures, and locations. Of course they're very rough, but I'm pretty proud of the bottom three doodles.
Development kicks off with the ever-existential question of what the hell programming language I should actually use to code this project. I'm torn between C and strangely enough Python. I want to pick the former for its speed and flexibility, but I do love Python's clear-cut and readable code that'd make actual development faster. Then again C's speed does sort of lose its advantage considering I'm making a game based on a polished text parsing engine, but it would allow me to go totally snookaloopy nuts and reach DF levels of complexity without worrying about slowing anything down. I'm thinking of writing the basic framework in both languages and putting both of them through some stress tests to see if there's any difference, if at all, between which one can handle the most actions going on that's most feasible in the game.

The bottom creature on that page there is meant to not really be a monster, more like just shoggoth-like wildlife. It's a vicious herbivore if that makes any sense and is meant to come in packs and devour the player's garden. Their meat is very greasy and abundant, and can be used to render tallow from for candles very easily, which can be used for lanterns or trading. Sort of one of those beginning pick-me-up commodities that allow the player to get started on self sustaining income while also giving them an excuse to kill something. Of course these are just rough sketches that don't represent the final art quality of the game. Everything's liable to change!

By Friday or next Monday I should be bitching about the language I'm coding in if I'm productive, otherwise expect more (hopefully quality) art. Have any questions drop by the comments box or send me an email at mrfat32 at gmail.

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