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Game Engine + Intro


GottaGetDownOnfriday

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Hello all!

 

I am a hobbyist coder and gamer. I have been programming for two to three years. I have built anything from simple calculators to touchscreen applications for prototype applications for POS computers. Now it is time to build a game engine from scratch. Originally, I was just going to make this a single platform (windows) project only, but due to some technological advances and some additional funds, it will be produced for Linux as well as Mac. My game engine is going to be a simple 2D engine designed for tile-based rpgs, platformers, and RTS games. I should be able to create duplicates of "Zelda: A Link to the Past", any Mario game, and "Starcraft" type games. The engine will be written in Java and will use Lua scripts for higher level scripting (adding new gameobjects, scenery, npc's, etc).

 

This will be the first of many posts for this engine.

 

Goals:

 

Here is a list of features besides the aforementioned that I wish to accomplish:

  • Custom Tile-sheet Loading
  • Custom Zipping and Compression algorithms
  • Eventual Multi-player Support with custom chat server
  • Mobile Porting
  • Multi-platform
  • Lua Support

 

The engine will output graphics to a canvas so it can be added to a JFrame or an Applet.

 

I plan on creating a custom Applet loader similar to the Runescape Loader. This Loader will load scripts, graphics, etc, while showing progress and inform you of what it is doing.

 

When I get to a playable point, will add a link to a page in which anyone can test my applet. My code will be obfuscated with some custom hand-work and professional obfuscation as well so it will be very, very difficult to reverse engineer my code.

 

I would like to thank anyone who will support me for this project and I highly appreciate it.

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Good luck mate! :thumbup:

I remember attempting many an engine like the one you just described and failing. I kept getting the core somewhat working and then realizing my design was so horrible I would have enourmous problems adding anything too it without it becoming a mess. A tip, design the class hierarchy in your head and write some simple game 'client' code around it to see how you like the feel. If it feels awkward chances are your design is faulty. Also, lua has horrible support (at least I think so, you may find differing oppinons) for collections (list's etc.) so be aware of that.

Hopefully you won't fall into the same trap I did...

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I have a dry-erase board for which I can write out things on.

 

I have experience with Lua already (WOW interface add-ons and smaller projects) so I have a good understanding of it's capabilities.

All I will doing with Lua is calling methods in my Java classes.

All of my files will be organized like:

 

com/enginename/packagename/file

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