Sunday, January 29, 2012

Project Forge Development

I suppose I'll start the blog with a post about a video game I've been working on: Project Forge. I want to see Forge become a relatively-believable, procedurally generated adventure game. It will likely be 1st or 3rd person point of view in a statically sized 3D world.

In terms of procedurally generated content, I want to have the game generate unique towns, cities, and entire civilizations for the player to interact with. Ideally these civilizations would function just like real civilizations, NPCs would have relationships with one another, they would go to work, go home, eat, sleep, wake up late, get fired, get knocked up, have kids, and all sorts of other fun stuff. I want to place a lot of emphasis on the realism factor of these civilizations so that they will grow, expand, and become unique entities all on their own.

In terms of gameplay, I'm not entirely sure of a direction to take. The idea that I play around with the most is having ruins scattered across each world for the player to explore and plunder, however I fear that such gameplay may become repetitive or boring after the first few exploration expeditions, an issue that crops up in a lot of other open-world adventure games like those in the Elder Scrolls series. The solution to this issue may take a lot of time to figure out, which is why I'm going to be working on the procedural civilizations/content before I start in on gameplay.

I'll try to work on Forge as much as I can in my spare time, but between college and work I cannot guarantee progress or blog updates on regular intervals. However on the bright side, I have already been working on the game on and off for the past few weeks, and have made a bit of progress in getting all of the 3D knick knacks working.

Here's a recent image I took of my inability to debug whatever the hell opengl uses to shade primitives. Kinda looks cool combined with the heightmap mesh forming some kind of pseudo-valley of darkness or something.