Monday, February 11, 2013

Code works first, Optimize it later

This week I implement some features on our prototype. Now in our prototype, the worker can move the Tech Parts back to the base but with low moving speed. And worker can collect oxygen pack as their HP refill (we also have 3D HP bar for workers!),  a minimap showing position information of units and base.
Unity is a powerful tool to make prototype work. I don't need to worry too much about run time error. In Unity, even my script have some stupid operation (use null pointer, etc.), the prototype game can still run, then Unity has its log to indicate where goes wrong.
Also, I haven't consider too much details when I coding. I think that should be how things start, even in software engineering. We can always go on detail design, build framework architecture, and code in deep until final product come out. But at first, is this product, idea, or concept worth to implement? Prototype is for answering this question. We don't need to think too much detail in prototype. All we need to worry is the core concept, core mechanic of the game.
As the title said, after rushing some garbage code, we should think about the real game. What game engine should we use? How the architecture should be? I will prefer to use OGRE as our basic engine. There are several reasons. First, it is completely open-source, so we don't need to worry about license like UDK. Second, OGRE also has its wiki, forum, so that we can always go to find someone for help, and the forum is kept updating. Third, OGRE is a C++ engine, and there are several concept similar to what we learn in Game Engineering II, so that it is a good practice for our engineers. OGRE can also be a good reference for our Game Engineering assignments.

OGRE official website: http://www.ogre3d.org/

Thanks for our producer Zeph, we have our own awesome website. Check it out!

Team dawgz: http://www.teamdawgz.com/

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