Fast forward from my last post, the game that I was making with students from the Utrecht School of Arts (HKU) for the Dutch Game Garden is done. At least within the project frame that was given by the school. We decided for "The Jelly Reef" as a name and you can read more at www.thejellyreef.com. The game has been showcased on few occasions and has received some very positive reactions. This is the first in a series of six articles on how the game was developed. The articles will cover some details of the game's engine structure and all the technical choices made along the way. The next articles will focus on Basic Structure, Tools, Game Play, Physics and Collision Detection, and Graphics. The articles should be informative to any small team trying to develop a game, as much of the patterns reappear again and again in very different types of games. First, a screen-shot can give you an idea about The Jelly Reef and there is a montage at the end of the article.
For the first three weeks the team was brainstorming on possible concepts. Time is always in short supply so the tech team was eager to start working on something, to avoid sleepless nights at the end of the project. We discarded some of the concepts and merged features from similar concepts. From the handful of distilled concepts, we took a common denominator and started working on that. This is exactly what the next article will discuss.
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