The name of the Big Game that I’ve been working on for forever is “Gemini Rising”.
I will be documenting the process here on my site. Beyond blog posts with updates about my progress, I also plan on writing longer-form articles about problems I encountered and the solutions I’ve come up with to those problems. Hopefully, if other people have similar problems my solutions and failures along the way will help them.
Here are some topics I’ve got planned:
- AI: behavior trees and GOAP.
- Navmeshes: platforming and flight.
- Procedural level generation: pros and cons
As of today, the game has around 15k lines of code in it:
[~/games/gr (master) ⚡] ➔ find . -name "*.lua" -not -path "./lib/*" -not -path "./media/levels/*" | xargs wc -l | sort | tail
260 ./core/crafting.lua
261 ./procgen/chunkTilemap.lua
264 ./systems/cameraSystem.lua
287 ./systems/playerMoveSystem.lua
376 ./systems/mapSystem.lua
431 ./states/manageInventory/chassisScreen.lua
470 ./states/manageInventory/loadoutsScreen.lua
521 ./core/inventory.lua
669 ./core/ui.lua
14852 total
That’s startling to me given what the game can and cannot do at this point. This project is officially the largest single thing I’ve ever written and I don’t think I can call myself a dilettante game programmer. So, yay?