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Showing posts from July, 2019

Development So Far

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Technical Planning Even after all the pre-development theory, I still felt like I had more planning to go. The technical planning was admittedly far less robust than the designing, consisting only of a single Draw.io flowchart with some terms that had more meaning to me than anyone else. Frankly, the use of such terms may have been a mistake. A class hierachy plan If it's not apparent, the above image is a flowchart denoting a class hierarchy and their functions in terms of interfaces. The interface names, while relatively self-descriptive, are also quite mundane and could potentially be easily forgotten. I rarely refer to the flowchart at the current moment, as my attention is consumed by the minutia of features rather than the overarching class system, however this flowchart proved incredibly useful in starting the project off on the right foot. Having an organised class hierarchy has saved me a fairly significant amount of work as far as refactoring and duplicated c

The Genesis of Solaris

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Solaris is the working title of a game development project currently solely developed by me. In essence, it's the result of several years of frustration over my inability to continue work on a single project to completion. Somewhat ironically, this is the largest project I've ever attempted... The purpose of this blog I want to take a moment before diving into this post to outline why I created this blog. Essentially, I hope that one day this blog will serve as somewhat of a time capsule for myself - not only for nostalgia, but also to serve as a learning experience, my own digital rubber ducky. Beyond that, I hope that to anyone reading this, it could eventually be a source of both entertainment and information. If I were to ever release whatever Solaris eventually becomes, I would hope this blog would serve as a practical example of the past and future trials and tribulations of a young indie dev hoping to develop one of the many games of his dreams. This post wi