As the final project of the school year is wrapping up, now is probably a good time to begin blogging about the process that went into building it. In fact, while I launched this blog because I’ve wanted to for a while, and because of the publish what you learn idea, I’ve launched it now (as opposed to later) just to blog about this project. So enough small talk: lets build a game.
The Blogging Plans
This entry in the blog won’t get into any code just yet. The intention is give an overview here, and then over the next few takes get into the nitty-gritty of how everything was put together. Instead of linearly walking through the project in the order I built things, I will go through it one component at a time. Entries will alternate between “Here’s what I was thinking and why that was stupid” posts, and How-to posts where I will walk you through building the component without all the distraction of my getting lost and finding my way again.
What is Aukera?
Aside from the gameplay features, I had in mind, I had a few goals to hit with the code:
- Put it in GIT, preferably on GitHub
- Re-useable. I want to be able to release the game engine separate from the game
- Modular, but all under one namespace. A few files would be considered “core” everything else is optional stuff that Aukera just happens to be using.
So with these ideas firmly in my mind, I contacted Github to ask for a student account, and set off on my way.
In the next post I’ll be talking about some of the game engine core, since everything builds out from there. For now you can see the demo of what’s working so far at Aukera’s teaser page. I try to publish the latest version of the game here every night, but you can follow @PlayAukera if you want to be the first to know when a new version comes out.