My game development logs
We are happy to publish our game development logs. However, we suppose to publish the logs earlier so that it follows the exact date and time. Well.. we are going to tell you the story within October 2006 till now. The logs started when we were assigned to developed a computer game..
Week 1 - 2: How do we get started
We giving ourselves to think the game idea. We downloaded free games and tried it out. We were having a brainstorming of what kind of game to be developed. Believe or not, it takes about 2 weeks before we came out with the idea to build mechanical machine war game, 'Kebal'.
Week 3: Conceptualisation
We met again to discuss about the detailed design, leading to GDD (Game Design Document). After having discussion on the concept of the game, GDD is written according to each team members' part.
Week 4 - 5: Technical Architecture
We were having a discussion on the building blocks necessary for the development of the actual game. Each team member has been given several tasks on TDD (Technical Design Document) preparation that details the tools and technology components that will be needed.
Week 6 - 9: Game Implementation
Continue to move from the design to implementation of the game and keeping a log of the game development, issues and solutions. The game implementation was handed over to each team member who is responsible for specific tasks.
Modelling
It sounds easy but the reality was quite chaos. It took most of our time in the development phase. Everytime we build the model with animation, the model cannot be used in the torque game engine. After many attempts of doing it, we think that the .dts exporter plugin for milkshape was useless for us. Maybe we use it in wrong way. Not so sure because when we exported it with the default exporter, it seems well. But unfortunately, the default .dts exporter cannot export the .dsq and generate .cs file.
Solution
To avoid further time wasted, we use the example fps character and object and then we proceed with the AI development and programming/scripting. After some time, we finally managed to have our own model by modifying and customising the demo available from garagegames.com
Final week: Documentation
After doing our best, we come out with our own game and all the walkthrough, source code and reports were documented.
Week 1 - 2: How do we get started
We giving ourselves to think the game idea. We downloaded free games and tried it out. We were having a brainstorming of what kind of game to be developed. Believe or not, it takes about 2 weeks before we came out with the idea to build mechanical machine war game, 'Kebal'.
Week 3: Conceptualisation
We met again to discuss about the detailed design, leading to GDD (Game Design Document). After having discussion on the concept of the game, GDD is written according to each team members' part.
Week 4 - 5: Technical Architecture
We were having a discussion on the building blocks necessary for the development of the actual game. Each team member has been given several tasks on TDD (Technical Design Document) preparation that details the tools and technology components that will be needed.
Week 6 - 9: Game Implementation
Continue to move from the design to implementation of the game and keeping a log of the game development, issues and solutions. The game implementation was handed over to each team member who is responsible for specific tasks.
Modelling
It sounds easy but the reality was quite chaos. It took most of our time in the development phase. Everytime we build the model with animation, the model cannot be used in the torque game engine. After many attempts of doing it, we think that the .dts exporter plugin for milkshape was useless for us. Maybe we use it in wrong way. Not so sure because when we exported it with the default exporter, it seems well. But unfortunately, the default .dts exporter cannot export the .dsq and generate .cs file.
Solution
To avoid further time wasted, we use the example fps character and object and then we proceed with the AI development and programming/scripting. After some time, we finally managed to have our own model by modifying and customising the demo available from garagegames.com
Final week: Documentation
After doing our best, we come out with our own game and all the walkthrough, source code and reports were documented.
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