Loading
Dev Blog: Project Moldering

So, lately I’ve delved into developing the actual game content of Moldering. This has been really exciting. The first stages of development were spent solely developing the engine and all of the tools necessary to make the game (which took a couple of years with school and all). A while back, however, Bobby Tew and I started drawing out story boards for the game and we wrote a good chunk of it down on (digital) paper. While developing the game from scratch (something I did as a learning project) I’ve had a lot of great ideas, received some great ideas from others, and scrapped some ideas that wouldn’t fit in the final vision. The game has gone through a great deal of iterations since day one.

Some time a few months ago, however, the engine and all of our tools (like the level editor) were finalized enough to begin making the actual game content. Once we got past that point I’ve been developing sounds and music, tweaking all of the gameplay, and designing, as well as coding, the actual levels and objects required for them. It’s great to see that the game has come this far—there’s really no going back.

Specifically, over the last couple of weeks I’ve spent time finalizing the first “area” of the game as well as re-coding bits of code that weren’t perfect. For example, while I was going to bed one night I thought up a really great way to code level transitions for the player and objects that are permitted to move from map to map. I made a mental note of it and began coding the very next day. It’s great to get the game content in, but it’s also exciting on a personal level to know that I can code things better than when I first started this game. The game is extremely solid because of all the time I put in, and the benefits of having a solid engine to build on have been immense… now it’s time for the good stuff! :)

-James

  1. moldering posted this

blog comments powered by Disqus Bookmark and Share