Made a bit of a booboo the other day.
I started surfing some general game-making resources. Then I starting taking a look at some of the other projects people were working on. Then I started to feel self-conscious about my graphics, and where they're going to come from - can I find free sprites that are suitable, or can be edited? Can I even rob some from somewhere, some old abandonware? Can I (could I? might I?) actually upskill myself to draw them? And so I got deeper and deeper, and clogged up the thing with downloaded spritesheets and tilerippers and drawing packages and 3d animators and
and before long I was very depressed about it indeed, and felt that I would never be able to make or get the graphics I needed.
This is the way my game projects always went in the past. Ay ay. Its just not my skill area, and I let it get in the way. In my head, my sprites are all pixel-perfect dark warriormen who stride through the dark blasting away at HR Giger-like minions; but it just aint feasible. What is feasible is to take another path: instead of imitating games I know (and instead of trying to imitate art I've seen), I should kick the problem to the kerb. Come up with something simple and effective that is within my skill range. Hell, if I can come up with some sort of symbolic representation of a marine that commands a litle more attachment than a board-game counter, I'll have saved myself untold amounts of work with sprites and animations.
I'll mull it over.
And in case you think I've been idle because I haven't posted the last couple of days:
The marine now understands 360° of rotation, and can move diagonally.
Basic projectile (bullets) system in place.
Fixed a crossover bug in the lighting/rotation system.
Implemented a "squad" object.
Game camera now relies on specific objects - marines, drones, whatever - to provide it with vision.
And a LOT of the code has been streamlined, rearranged..... its getting pretty complex.