A new start. Some things have cleared up - and I’ve rearranged some priorities - and I’ve launched a new, ambitious gaming effort. Over the past 6 months, I’ve investigated engines, bought some technology, played with toys and developed a game plan.
And now - it launches. The development effort for “Deal with the Devil” - details on the game coming soon, along with a new look to the site. Development time will be split between creating the game and learning Blender so I can make some models FOR the game. I’ll bounce from one to the other to keep myself fresh.
Last night, I did more Blender-learning - working through the N00b to Pro wikibook. I put a hat on a man, then I put the man on a mountain. Excitement. Ordered some physical books, too.
Tonight, though it was all about getting the game programming started. I’ve settled on Ogre3d as my platform, using the Python-Ogre wrapper. That’s right - this badboy will be in Python, too. Tonight started late - I was helping alpha test Frayed Knights - but I got the base directory set up, with the media and plug in components, I built my first material (a night sky for a skydome) and got the Ogre engine initialized. I based the first go-round on the Python-Ogre tutorial - the macho one, though, the one that doesn’t use the sample framework. Then I added a plane with a simple stone texture (just a placeholder) and the nightsky above. Put in a camera and a bit of light and ran it.
No controls yet - the only button that does anything is Escape and that just quits. There’s some artifacting in the nightsky - I need a bigger picture (though it probably won’t matter in the game itself, as it will only be visible through windows). It is a bare beginning, but it is a beginning.
And now… to bed ![]()
