AGT Stress Free

Yesterday was the submission deadline for the game prototype, and I’m highly relieved about it since now I have my own time to continue working with my engine and the game.

I have to admit that with the rush at the end the prototype wasn’t as complete as I wanted it to be. In fact the version of the game I had before I had problems with my PC has more functionality than that of the submitted version.  The submitted version had it’s combat system disabled and also the conversation with NPCs. These were my main functions in the game and I couldn’t released a buggy version. Although what paid off most was the engine behind it all.

Admittedly again, more work was done on the engine rather than the game prototype. Object-Component based approach needs a lot more thought and planning. Managing various components in the object must be handled carefully. This was why each objects in the game were only allowed one particular type of component attached to them (such as a physics component). This worked out pretty well for the game since the prototype was based on this object-component design.

With the viva coming up soon, the functions I removed from the submission version will be available and more polished. I will try post a video update of the game as soon as possible.

Also after the viva I’m planning on changing the engine name. Something like ROSE ( Ron’s Open Source Engine) a bit cheesy but obviously its not final. *meh*

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Ron

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