The appified Schrödinger’s Cat pitch document is coming along swimmingly. I’ve got a budget which comes in under the wire, I’ve got a schedule that even I can believe is possible to achieve, and I’ve got an overview/GDD/TDD that’s thorough without bogging a neophyte down too much. I may actually pull this off.
One of the biggest questions that still remains, however, is that of the Game Engine.
When we were working on Hector, I built the entire Hector engine from scratch as some sort of monstrous hybrid of Objective-C, Sqlite, Microsoft Excel, pipe-delimited text files, and sweet sweet love. Had I died in the process, the whole game would have been a wash because I doubt anyone could have figured out what I did, let alone myself. Thank goodness the game has never needed an update.
I never wanted to go through that again, and I have absolutely no qualms about hiring people who know more about this stuff than me, so I tapped into my contact list and dug up some knowledgeable people in the UK/Irish games industry with intent to (a) hire if possible, but if not (b) slurp any free knowledge I could from their brains before tossing them aside like a ravenous insatiable information vampire.
I had hoped, upon starting this quest, that as I asked more people, eventually something would bubble to the top. As it turned out, there is a one to one ratio of game developers to game engines.
“You should try XNA because that’s what they teach at Ulster…”
“Whatever you do, don’t use XNA… you should try Haxe…”
“If I were you I’d stay away from Haxe, though it sounds good it’s too new and might be buggy, I’d go with Unity…”
“Unity is great for 3D but might be overkill for 2D. Have you looked at Monogame? It’s really simple!”
“We use kind of a hybrid of XNA and Monogame but I’m not sure I’d recommend it to a newcomer…”
And then there’s Corona, and Torque, and Adobe Air, and GameMaker, and Gleed and Flurp and PogoPogo and Gingham and GobJob and ShiggityShiggityShwah AAAAUUUUGGGHH!
I’ll let you know how it all turns out. I mean, all I’m talking about here is Rayman Origins for starters, add some Pikmin-style flocking, a hint of Shift-style environment manipulation, some Cut The Rope-style basic gravitational physics, Continuity-style level initialisation and Darwinia-style spellcasting input commands. It’s not like I’m asking for the moon.
Have I given away too much? Probably.