Okay! I got it! My “grand plan”. Looks as if it was sketched by a 5 year old, and that’s why I love it.
I’m diving in and not looking back. I haven’t felt this excited about a dumb quick game idea in awhile.
There’s a few things I’m going to do while dev’ing this game to keep things fresh.
- I’m going to leverage my existing VertoCore graphics engine. This is the giant objective-c codebase that my 3D modeling studio was written in. This will save me tons of time.
- I’ll be writing the actual game logic in swift. This is a brand new language that isn’t even off of beta yet. Since I’m already stuck using objective-c, I’m pretty much tied to mac-osx and ios. Beta language? What could possibly go wrong.
- This project scope will be SHORT. The “planned” time length is two weeks. I say this because most of my game projects run long. A month or so of work is acceptable. Dragging on for months isn’t. Let’s see how it goes!
- I’m hiring out the character modeling. I know I’m a beyond bad 3D character artist and worse animator. Outsourcing this part is the way to go for me.
- I promise to care more about the game than the code. This is a hard one for me, but it’s a must if I want to get the game done properly.
That’s it! I’ve already put a full days work into it and I’ve gotten collada animations loading into my graphics system. The XCode project is groomed and all ready to go.
all systems ahead!