26 Sept 2022. I am writing the code

Let me introduce myself.

My name is Vitaly, I'm a senior software developer. I mainly write C++ code for embedded software. And by the time I decided to write my own survival game, I was already well aware of the complexity of such a project. I know perfectly well how a task for a couple of evenings can turn into a year.

I had some experience in game development. My friend Michael once decided to become a programmer. But ordinary programming was too boring for him, and he chose game programming. I helped him with everything, but he did not succeed in programming. However Michael mastered the Unity engine and began to create terrain and write dialogues for his future game. It was very inspiring, and then we started making game objects together in Blender. The first two days were fun. On the third day we realized how laborious the process is, and if we want to do everything well, then we need to quit our job and draw objects for several months, or even years.

That experience helped me a lot: now I am aware of the complexity of the process of creating games.

That's why I decided to make the TrappedTogether game world from standard objects. A full-fledged drawing of unique houses in 3D is murder. However using a simple editor would save much time: clicking with a mouse in 2D and making a plan of a house and the surrounding landscape is many times faster.

I decided to go ahead and implement auto-generated maps. The player moves on to the next map, and no one knows how exactly the map will look, not even the creators of the game. I don't know if this will ever be implemented.

Then I started coding the map editor code in a notebook.
Auto-generation of terrain looked reasonable, but I refused the idea of auto-generation of houses - it's too complicated.
I decided to create manually in the editor 2-3 typical houses and only generate a terrain.

Handwritten house map and territory map

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