Friday, 27 July 2012

"It's gonna be sold."

Okay, here's the thing. For the past few weeks I've done nothing but coding, something I would never do. Okay, sure, I've been playing with Source Filmmaker a bit since it recently came out, but I've mostly been working on coding.

I've mostly been working on a game, or rather, a game engine. Sure, that's not special, you might say. And yeah, it isn't that special. But what most people don't realize is that coding is hard dukey. Now I'm not unfamiliar with coding or video game code. I've been modding Minecraft since about two years, and I've poked around in the Terraria code, and trust me, as a coder you do not want to do that. Don't get me wrong, Terraria is a great game, it's just very poorly coded.

But yeah, ever since I was a wee lad I always dreamed of creating my own stuff, or at least my own game. In my youth, I've created various concepts for games, most of which do not work. The problem lies in the fact that I rarely forget a good idea, and I did make quite a lot of ideas. Thing is, ideas are great and all, but they're worthless when they don't get executed. And, well, I just can't let go of ideas unless they're executed or I figure out that yeah, they aren't that good anyway.

This brought me to QBasic, a great tool for me to get familiar with programming languages. I created small stuff, mostly nothing, some pretty hacky, most of my time went into modifying the QBasic Gorillas game. I do remember that I did make an Indiana Jones fan animation in QBasic using ASCII, but it got lost in my several hard drive crashes, I don't know, I always had the tendency to break the computers I had. Later I learned Javascript and PHP, after which it was only a small step to Java.

So, let's just skip ahead, when I started Minecraft modding. I originally wanted to create a Scooby-Doo mod, but I found out that simple boxes weren't sufficient. So I made a little API for myself called Turbo Model Thingy, which allowed me to create trapezoids. So then I got these retarded suggestions like, add spheres, or, add Wavefront OBJ support. Which I actually did. To make a long story short here, I never got to make this Scooby-Doo mod, and instead focused on maintaining Turbo Model Thingy, later also Nitro Model Thingy.


Nope, not a single model...

So during these two years, I went to college, sort of, and I began thinking about Android developing. I've been wanting to do mobile games ever since I got my first Nokia phone or TI-83, I forgot which I got first, and since Android used Java, it was the perfect platform for me. But I wasn't confident about my skills, so I decided to just practice by making my own version of a game I've been playing for a while on my phone at that point, which was about a few months ago.

It was called Alchemy, where you combine crap to make new crap. Fun and all, but in the end there are only so many combinations you can make. I mean, at most you can make 144400 combinations (380 elements), and some elements can't even be used in combinations. So I decided to program my own version, only mine would be different. Instead of having only two elements react, you could make more than two elements react, by putting them in a special box.

So I worked on it for about a week, and after that week, I actually had an entire alchemy combination system, which I called All-Chemical. I know, I suck at thinking up good names. But anyway, I believe a week later I actually had everything working in a pretty good looking user interface, with the clicking and dragging and stuff.

So at this point my brother came home from work. He takes a look at the computer screen, and said something along the lines of, "It's gonna be sold?" Before I got to answer, he said, "Yeah, it's gonna be sold."

So yeah, basically, you can thank my brother that I now am working on an entire game engine.