Development Diaries, Volume 1
Posted by Alex Jordan on
I'm currently working on my first game for Xbox Live Indy Games, a tiny little edutainment game called Around the World that will be a geography quiz game. It will be in 3D, of course, so that I can make a simple geography game pop with some semblance of a graphical sparkle. Day and night cycles, an ocean with undulating waves, floating clouds, you name it.
Since I'm working in XNA, Microsoft's addon for Visual C# that works on both Windows and Xbox Live, I don't have the benefit of working with a finished engine.
(For the lay-person out there, an engine is a rough shell of an application that handles a game's bare necessities for you, such as networking, device input, and, yup, graphics. It's like a grand template, and good engines will allow you to do all sorts of neat stuff like adding water and hills and vegetation and what have you.)
I get to write my own engine. And I get to write it pretty much from scratch. So if I want any of the things I listed above, like glistening water, I have to figure out how to do it myself. And that is very, very hard.