Game development – a new year resolution!

If you spend a mere five minutes on my site, you’ll realize that I’m not much of a blogger ūüėõ , and the reason for that is I hardly find time from my (crazy?) work schedule to focus on writing. At the start of this new year, I plan to delve into interesting topics related to game development and share my experiences with them.¬†Most of technical stuff¬†I’m going to be writing about can be easily¬†researched by some¬†Google searching and as such I do not intend to go too much into the details. As I said earlier, this is merely a collection of my own experiences with said technologies and how I got around any problems I faced.

So, the first field of study I’ve picked for 2015 is one I’m very excited about and has my interest and attention right since I was a teen playing games on my desktop – and that’s Game Development.

Game Development and me – a brief history

My earliest experience with creating games goes back to my high school days when we were asked to develop an application in C++ as part of our year-end project. We were given a couple of options to choose from – utility software, system software and games. I personally found the first two to be dry and boring options and it was a simple choice for me. I loved playing games and the chance to create one on my own was something impossible to resist!

It was around 2005 and I (along with my team-mate) had used the Turbo C++ (version 3.0) compiler and during the course of development of the¬†game, the¬†graphics.h header file was a big help, because you could really let loose your creativity by experimenting with the plethora of graphics manipulation functions without worrying about the underlying graphics driver and optimizations required thereof. My game was about a Pacman-like character called Booster (also the game title), whose main purpose in life was to eat all the grass around him before¬†his hunger overcame him. There were no enemies (because AI was¬†too¬†mainstream ūüėČ ), but little Booster had to move around obstacles and eat quick to keep his hunger level below a certain point which, when crossed, caused the poor¬†hungry¬†guy to faint. There were about¬†3 levels and each level caused his hunger to increase faster and made it tougher to keep him from fainting. My implementation was very simple and there was a basic scoring system involved – the longer you survive, the more¬†you score.

2015 – Back to the fun

Creating Booster was a very fulfilling experience for me as a young schoolkid¬†and I certainly miss that time of my life. Ten years later, I really think that developing games is something I’d still love to pursue at least as a hobby and so I have decided to take it up once more, just for the fun of it! Recreating Booster with new fun features is among the things on the top of my list, and among other things, how to commercialize games and distribute them to a wider audience. However, before anything else, it is imperative to look upon how modern games are created and the various kinds of software involved during the development process. I’ll be exploring all of these and will talk about them in detail in upcoming posts.

Jenson Jose

Jenson currently works as an Automation Architect in the telecom sector. He is involved in the design and development of multiple network automation projects, making use of Python/Django, Perl, TCL/Expect, Shell scripting among other technologies. He enjoys gaming on his PS4 in his spare time.

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