After going through the preliminary tutorial and overview of the GTGE engine functions, plus a light amount of digging into its API, I’m fairly certain at this point that GTGE will be utilized for the coding of The Imperium Project. This also means that the game will be programmed in Java rather than C++ (Allegro), Python (FIFE), or whatever other languages.
Archive for February, 2008
Since the current task in the coding branch is to determine and decide upon a game engine, I figure a list of functional requirements of the game will come in handy. That way I can actually see if an engine’s available code meets all (or as much of) the needs for the planned game implementations.
This is just a rough outline of the functional requirements as they come to mind, it follows no forms of standard formating as defined by IEEE or anyone else whatsoever.
This should probably have been done first, but I’ve been putting it off due to laziness and the desire to get other parts of the project going. But now, I may proudly introduce the Overview of the Imperium Project, the foundation of the storyline for this game-to-be.
[TIP Spoiler Alert]
No significant progress has been made since the last draft. However, ideas are being formulated and processed. The three covered here are: uniform design, Sofiya’s field abilities, and symbolism regarding the Zanaikins.
(first sketch done for the project!)
Finally, after countless hours of writing (which still pales in comparison to the time I spent working on the fiction or time I will spent working on scripting), I finally finished the ‘history’ of the world in which The Imperium Project took place. This is not a true history, given that it takes place in the future on Earth in a parallel world, although it follows almost all of the events which has taken place in our present Earth history.
So I have spent numerous hours playing the mostly-translated version of CLANNAD, finally finishing it yesterday. By finishing I mean completion of the routes I actually care about, which includes Nagisa, Tomoyo, Kotomi, and Kyou. Sadly, the afterstory for the Nagisa route has yet to be finished translating, thus I have to stay on hold until baka-tsuki completes their feat. I did not bother attempting the other routes seriously mainly because from what I can tell when I stepped into Ryou’s ending, the details surrounding the side-characters aren’t very deep, thus hardly satisfying for my literary buds. Also, I have a 100% game save file thanks to Honya and… time is always strapped for an engineering student (makes me wonder why I’m writing this).
(Warning: Clannad & Utawarerumono Spoilers)
This will be my first character draft written specifically for The Imperium Project game. I noticed recently that all existing designs I had were based upon my fiction’s draft and thus the character descriptions are founded upon events spanning months if not years into the future within the storyline. Several of these characters may not even exist for the purposes of this game as they originate from a ‘future’ arc. Obvious, this doesn’t fit into the current scenario and certain not meeting the objective. Therefore, the character description sheet will be rewritten to be based upon circumstantial information at the beginning of The Imperium Project.
I had started writing a post on my current character designs in The Imperium Project, then suddenly sensed that I was missing something in my whole scheme on designing chars and plot. Thus I return to ask myself, what are the necessities of a well-rounded and compelling character that would draw in interest and sympathy from the audience?
After checking out Honya’s anime family project, I figured it was quite a good idea. Therefore, I decided to organize and rank my favorite and runner-up characters in order to construct my own ideal anime family, not that the characters will be confined to only anime.
Found an interesting contender for the game engine:
FIFEngine - Flexible Isometric Fallout-like Engine.
It’s designed to simulate graphics like the Fallout game series, particularly Fallout 1 & 2.
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