ThemsAllTook
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« Reply #64 on: October 19, 2021, 07:18:54 AM » |
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Since I haven't written in this thread for a bit, here's a general project update...
AudioLab is getting very close to where I feel like it needs to be to call it feature complete. The most important to-do items on my list are almost all done. I'm really happy with the shape this project has taken, and I think it will be able to fulfill its role as an all-in-one solution for all of my sound effect and music needs going forward.
In terms of using it for Foresight Fight, my plan is to convert all of the existing bfxr sound effects over to my new system once I have parity with all of the synthesis features I used to create them. There are just a few small things my own synthesizer is missing, which shouldn't be too big of a deal to implement. Once this is done, instead of exporting Ogg Vorbis files from an audio tool and having Foresight Fight load those at startup, I'll be able to directly use the parameter files that describe how to synthesize the sound, and just construct the waveform at runtime without ever having to save it to disk. Synth parameter files can be as small as 100 bytes or so. I like small file sizes, so this makes me happy!
I've been hoping to compose a few pieces of music for Foresight Fight, and that the act of doing that would help me establish a vibe and feed into the creative process for scenario design. Inspiration hasn't come to me yet, though, and I'm just now realizing that I'm not doing the best job at creating the preconditions for it to happen. This lengthy detour to give myself a thorough education in audio synthesis has been extremely productive, but not in a way that gets me any closer to having puzzles built for my main project. If I were ready to resume direct work on Foresight Fight, level design would be by far the most important thing to focus on. I'm choosing a slightly different path for now, though...
I've mentioned that the last time I released a game was quite a number of years ago, and what "release" meant to me then was different from what I imagine it meaning now. An idea I had was to work on a tiny side project alongside Foresight Fight as a way to do a practice run at finishing and releasing a small project, so that I'd be better prepared to handle this large one. I've made two attempts at this so far, and both times have resulted in game prototypes that I find super interesting and definitely want to finish, but they've both ended up growing far beyond the scope of "small side project". If you're curious, I show both of these prototypes in their current form in my most recent devlog video:
(also, since I didn't get around to linking it here, here's the previous video:)
Anyway, I'd like to make a third tiny side project attempt, and see if I can keep it within scope this time. I'm looking for something that would take, say, somewhere around 2 months' time from concept to release. It needs to be something that doesn't require me to invent any major new tools to create. I took a hard look at my existing game development toolchain to see where I was on this, and came up with some interesting conclusions...
I have a robust and well-developed game framework codebase already that I've been using for every project I've written in the last several years, so that part is in good shape. AudioLab is very close to where it needs to be to take care of everything sound-related that I would need. The areas where I keep coming up short are in graphics and level design, and I came to realize that what I really need is a tile and graphic editor that functions in a way that fits my workflow.
So, here's my current plan: While I get the last few AudioLab features in, I'm going to be working on a tile editor that I can use for producing visual assets - essentially, something that would be for graphics what AudioLab is for sound. This will once again be applicable to pretty much every project I'm working on that involves pixel manipulation, which means it's once again a way to indirectly help Foresight Fight. Imagine, in the scenario editor, being able to open the AudioLab UI as well as what will become my tile editor, and having direct access to the same tools that I use for all asset creation without having to involve any external programs and file import/export. I really think this needs to happen.
I understand the problem domain for graphics editing much better than I did for audio when I started AudioLab, so my hope is that it won't take nearly as much research and experimentation to get a tile editor up and running as it did for audio. In, say, maybe a month and a half, I could have a tile editor ready to go, at which point I would be able to fully focus on prototyping a jam-sized game to use as my springboard for the work I need to do on my larger projects. I know how estimates go and I know I tend to be optimistic, so I'm prepared for that month and a half to turn into more, but I really believe this is the path that makes the most sense for where I am right now.
Whew! That was a long one. I look forward to seeing how this all plays out! I'm really excited about where I am with game development in general, and I'm getting comfortable with my weird workflow that involves working on several projects at once. Let's see what happens when I really lean into that and take it to its logical conclusion.
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