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Archive for the ‘LD #17 – Islands – 2010’ Category
Nieuwe Aarde Postmortem
I went and wrote up a postmortem for Nieuwe Aarde, my turn-based strategy game, over on my main development journal.
Nieuwe Aarde: Complete!

Oh man, finally. I thought I was done two hours ago and then my build system decided it hated me.
3.5 hours of square programmer islands

I bet you want to know what those buttons do, don’t you?
Well right now they outline themselves, and nothing more. I haven’t actually hooked up the game mechanics yet. That will happen tomorrow, hopefully eventually along with some less nasty art.
look mom, islands

I think I’ve been inspired by Desktop Dungeons and Settlers of Catan. Pseudorandomly generated islands, five different resources gathered from three different squares: a civilization’s attempts to ESCAPE ARMAGEDDON THROUGH MAGIC.
(ignore the debug graphics off on the right)
Declaration Of Writing A Game
let’s try this thing
I’ve been contributing to the EGP for nearly a year at this point, posting all my games up on my dev journal. If I can do a game in a week, I can do a game in two days, right?
Right?
My development process is turning into a ridiculous mess of complexity for the sake of simplicity, but it currently includes:
- libogg and libvorbis
- zlib, libpng
- libfreetype
- fmod, used under its free license
- lua 5.1.4 or luajit2, depending on whether I prefer stability or speed
- libluabind
- boost
- libcurl, used mostly for error reporting
- SystemVersionCheck on OSX
- LuaGL + GLee
- A friend’s library called Glop that embeds half of the above, and acts like SDL only less awful
- And finally, my own library Glorp that ties everything together and makes it easy to use
Nobody, anywhere, is going to want to build my source code. I can already guarantee this.
I’ll probably be using SFXR for sound effects and some combination of pencil/paper/scanner/gimp for graphics. Game will be released on both Windows and OSX, with appropriate distribution packages for both.
I also plan to rock out.


