Warning: lengthy post incoming!It's been a while since I posted anything in this thread... If some of you follow me on twitter, you may know that this project is not dead, but I thought it would be interesting to explain in detail what the hell is going on with this project. Maybe somebody will find it useful, who knows?
Blade of Victory started as a Microsoft C#/XNA school project in a team of 4. We worked on the game 6 months then after the end of the first year of school, I decided to continue working on the game. Since Microsoft had announced the end of XNA support, I decided to start the game from scratch using C++ and SFML.
However, neither C++ nor SFML provided the high level function I was accustomed to when using C#. I knew nothing of memory management or error handling and had never heard of design patterns. As a result, my code was a mess that was impossible to scale. I managed to make a prototype but adding features was increasingly difficult.
So I decided to write my own game engine with all the feature I would need to make a game. My short term goal shifted from making a game to making an engine. I stopped posting updatse since most of my work was technical and seemed unworthy of an update. As I built the engine, the gameplay started to disappear from my code. Moreover, having a lot of school-related work to do, I spent less time working on the project. Sometime I would not write a single line of code for months.
I then turned to Polycode, a promising C++ multimedia library. Playing around with Polycode was fun, but in the end the lack of support and some missing features made me go back to SFML. Of course I had to convert large chunk of code to make everything work once more and got sidetracked while doing so.
In the mean time, I have been writing a more complex and interesting scenario for the game. I know many people prefer gameplay-focused games but I wanted to tell a story with my game. However, I had not imagined the amount of work writing a simple scenario represented. We started seriously thinking of a good story around last April but it's still unfinished. Every time it seems to be over, Pierre or myself find a mistake or an incoherence and the story changes a bit. However, I think the latest versions are starting to look pretty good.
I have made a lot of mistakes or strange choices making this game. First of all, I started making games with this huge project. Even if we are a team of three now, I started making this game with very little knowledge in game development or programming. I did not use game making tools like Game Make or Unity and started with C++, which was probably not the best choice for a newbie and led me to making my own engine.
I have also been a terrible project manager. Until a couple month ago, I had no planning whatsoever, not even a todo list. I think this is the main reason this project has been running circles for so long. I have started everything over several times and wrote the same lines of code over and over again.
I have also done a terrible job at communicating around this game. Updates were VERY rares and often uninteresting. We don't have a website or a blog, not even a dedicated Twitter account. There is a Facebook page but I never posted anything, and I'm not even sure it ever reached half a dozen likes.
However I do not regret making these mistakes: it helped me understanding my strength and weaknesses, discovering the many different aspects of game making and I have gotten a lot better at writting a game engine.
With this in mind, I decided to take a fresh start on Blade of Victory.
[tldr: We're back in business!]I'll also try to update this thread more regularly (this shouldn't be too hard) and I'd love to hear what you guys and gals would like to read in the upcoming updates. Would you like to know how the game is made? Are you interested in technical details (I have lots of those!)? Should I harass Pierre for eye-candies?
Well let's get started anyway:
Update 18How about a little preview of the game on the second day (I was hungover the first) of 2015?
Believe me or not, the game now is fully isometric, and use a custom isometric engine I wrote but as you can see, it was still just an engine at that point, so the next thing I did was adding some test code.
There, maybe this isometric engine thing is more apparent now. This screenshot was taken on the 7th, at that point, two AI were wedging a merciless war but due to a lack of skills to use they kept defending. I made the first minimalist pacific RPG. Yeay!
I eventually got rid of the minimalist part. Hurray for sprites! I reached the first milestone on January 9th, after adding back simple UI elements and texture loading to the game. Even if it is still simple at this point, it is a game, and not an engine anymore!
So what's next?
Well I thought it would be cool if the player could control something in the game. Maybe those folks on the right? All the input handling is ready, I just need some menus... Also I'd like to give the player a bit more choice so I'll probably add some skills too. Oh, and animations. People just love those!
More seriously, I'm also working with Pierre on making the gameplay more unique and interesting so I'll start adding new features to test the ideas we come up with, and also visual feedback to make the action more readable (screen shakes anyone?).
Graphics-wise, the game is probably not going to change much for now since it's not our current focus and we have fully animated sprites we can use. However a new batch of sprites is planned for later this year, and I made a little preview of the heroin:
Hope you'll like it!
Cheers, and see you soon for more updates!