Day 1: architecture and ECS
The original idea I had for 'moon' was to expand a moon colony by building bases which could be either mines, factories, residences, military compounds etc. The map would be a graph of nodes serving as potential base locations and your fringe bases would be harassed by lunar Nazis and Reptilians.
Fortunately (or unfortunately) I had to play soccer on sunday and I decided sometime during the game to go for a something simpler: controlling a spaceship in a newtonian orrery kind of system.
Day 1 was mostly about the technical details. There's precious little to show since most of it is just a placeholder where the real stuff is supposed to go. In an act of lunacy I implemented the first entity component system of my life so Im also adjusting to this new programming paradigm. So far I really like how I can factor out game aspects like physics and collisions into their own module. At the risk of speaking too early I would definitely try something like this again when I have more time to explore the possibilities.
Next up I need to process player input and add the concept of a controllable ship.
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Ill post my code today before it turns into a big ball of mud.
Cosmologicon on 2013/09/02 13:27:
I'm a huge fan of entity component systems. I implemented one in JavaScript which I use regularly now - I find it very intuitive. I'd definitely like to implement it in python too, but JavaScript's object syntax makes it really easy to implement my concept in that language, and I still haven't figured out how it would work in python. Decorators, maybe.If you think yours is comprehensible, I'd love to take a look at it after PyWeek.