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site/posts/2020-10-15-Freeze-your-darlings.md
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site/posts/2020-10-15-Freeze-your-darlings.md
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---
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title: Freeze your darlings
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author: nek0
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tags:
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- english
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- "devlog: tracer"
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description: How I plan to deal with one of my older projects
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---
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There is a motto between writers, that is "kill your darlings".
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I have a lot pf projects and some of them are very dear to me. One of these is
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my attempt at a game called "tracer". This does not mean I am giving up on that.
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Instead of "killing" this one of my darlings, I would like ot freeze it. This
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menas I put it away for later.
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"But why?" you may ask.
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Well, simply because the idea has become too complex and difficult to achieve
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with my toolset and knowledge. Additionally, I did not make much of a plan
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beforehand what to incorporate in the game and how it should all work.
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To cover the technical aspects I followed a
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[superb tutorial series on OpenGL](https://www.youtube.com/watch?v=W3gAzLwfIP0&list=PLlrATfBNZ98foTJPJ_Ev03o2oq3-GGOS2).
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I can hightly recommend it, if you want to learn how modern OpenGL is actually
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used. The tutorial series itself is taught in C++, but I was able to translate
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it into Haskell, which you can see [on my gitea](https://gitea.nek0.eu/nek0/renderer-tutorial).
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Secondly I learned a lot about the game design process from the book
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["Level Up!" by Scott Rogers](https://www.wiley.com/en-us/Level+Up%21+The+Guide+to+Great+Video+Game+Design,+2nd+Edition-p-9781118877166).
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I was recommended this book by one of my co-apprentices who used to study
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computer science with emphasis on multimedia applications.
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The findings from these will go into a new project, which will get its own
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blogpost shortly.
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site/posts/2020-10-15-Slimy-business.md
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site/posts/2020-10-15-Slimy-business.md
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---
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title: Slimy business
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author: nek0
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tags:
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- english
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- "devlog: pituicat"
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description: My new game project
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---
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Hello again.
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As promised I will be writing a bit about my new game project called "Pituicat".
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The idea for this game is rather old and even predates "Tracer" by quite some
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time, I even found some code and some assets I drew for the game, but it was
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only a stub with broken physics.
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The core idea for story and gameplay did not change over time. "Pituicat" will
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be a 2D platformer with puzzle elements where the player controls a cat turned
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to a slimey blob.
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In this game I wanted apply my findings from the book
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["Level Up!" by Scott Rogers](https://www.wiley.com/en-us/Level+Up%21+The+Guide+to+Great+Video+Game+Design,+2nd+Edition-p-9781118877166).
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and the
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[tutorial series on OpenGL](https://www.youtube.com/watch?v=W3gAzLwfIP0&list=PLlrATfBNZ98foTJPJ_Ev03o2oq3-GGOS2)
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by The Cherno.
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So before I started any coding whatsoever I created some game design documents
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to create an overview of the game, the world it is set in and the gameplay
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mechanics present in the game. I also created an overview over all the levels
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that the player will play to beat the game.
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At the time of writing the documents are suficiently complete that i can already
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do some coding and figure things out implementations-wise, since I never worked
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with persistent maps before ("Tracer" generated its maps randomly).
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If you wnat to check out the code for "Pituicat" and its progress, go over
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[to my gitea](https://gitea.nek0.eu/nek0/pituicat). Development will most likely
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be quite slow, because I am busy at my apprenticeship and have only limited
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spare time.
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