Hey all,
I'm starting to wrap up my get-my-feet-wet project, and to think about a larger scale one. The one I have in mind is a high-level strategy game - think along the lines of the Europa Universalis / Hearts of Iron games from Paradox Interactive.
I'm wondering a couple things that I'm hoping some of you veterans might know answers to, or point me in good directions to investigate.
1) I expect this game to be much more expensive computationally than graphically. Are there any key areas that Blitz bottlenecks early, non-graphically?
2) One goal I have for the game is to make it very user extensible. This will involve having a ton of accessible data for modders. I haven't gotten far enough along to look into this much - the benefits of text vs xml vs scripting vs whatever. My current view is that it will be a tradeoff between ease of end-user modding and speed. How prone a given method is to bugs will also enter into it, I'd guess. Any thoughts are appreciated.
3) Anything else you think might be helpful for me to know. ;)
I realize this is a big project, and will take a while, and that I'll be writing and rewriting of code as I go - especially given my lack of experience. My goal at this point is to make sure that I have my head around some of the really important stuff early on, so I can make better decisions at the start. I'm viewing those items as having a good grasp of OOP (to ease refactoring), and have some approach in mind to deal with user extnsibility and the eventual perf bottlenecks.
Thanks.
I'm starting to wrap up my get-my-feet-wet project, and to think about a larger scale one. The one I have in mind is a high-level strategy game - think along the lines of the Europa Universalis / Hearts of Iron games from Paradox Interactive.
I'm wondering a couple things that I'm hoping some of you veterans might know answers to, or point me in good directions to investigate.
1) I expect this game to be much more expensive computationally than graphically. Are there any key areas that Blitz bottlenecks early, non-graphically?
2) One goal I have for the game is to make it very user extensible. This will involve having a ton of accessible data for modders. I haven't gotten far enough along to look into this much - the benefits of text vs xml vs scripting vs whatever. My current view is that it will be a tradeoff between ease of end-user modding and speed. How prone a given method is to bugs will also enter into it, I'd guess. Any thoughts are appreciated.
3) Anything else you think might be helpful for me to know. ;)
I realize this is a big project, and will take a while, and that I'll be writing and rewriting of code as I go - especially given my lack of experience. My goal at this point is to make sure that I have my head around some of the really important stuff early on, so I can make better decisions at the start. I'm viewing those items as having a good grasp of OOP (to ease refactoring), and have some approach in mind to deal with user extnsibility and the eventual perf bottlenecks.
Thanks.