Saturday, June 22, 2013

Spikes Quest Game Dev Saga II: Starting over from Scratch

So I just got finished cleaning out my e-mail inbox. It was a massive archive of e-mails dating all the way back to late 2011. And in that archive I saw many a response to old blog posts going nearly all the way back to the beginning of this project.

It kinda got me to thinking about the project in general. How it seemed to progress from time to time and how it often failed. How I got totally hyped about the old Demos, going all the way up to Demo #4 and how those were the golden days of this project's development.

I've considered a number of times in recent months actually just canning the project because I have a hard time getting back into it. The code in the old files and some of the graphics seem overwhelming now, and its hard for me to even know where to begin.

So how does one save a project such as this from certain doom?

A reboot...

You heard right, I've decided that I should just start over. Try to recapture those golden days when I was releasing a demo every week.

Of course, going back to square one means that the game will look primitive and a bit 'early' again. But alas, its for the best. On the upside, I at least have a vast know-how. I've learned so much about coding and game development over the past couple of years, and just from this project alone...

Anywho, I shall begin work again this next week. And I'll try to have a basic platforming engine demo up and running by Friday.

Stay tuned!

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