Yep, Ludum Dare is running the October Challenge again – and I’m in, of course!
As some of you might remember, Kobo II begun life in last year’s October Challenge. The plan was to start really small, with little more than placeholder graphics and basic game logic, especially considering that I would use my own language EEL, which didn’t even have an OpenGL binding at the time.
Of course, I was in the process of starting my own business, so I wasn’t really counting on being able to work full time on the game, but even so, I actually got some basic graphics and physics going, and could fly around in a generated landscape and fire bullets at the rocks.
Still, I decided there wouldn’t be much point in releasing anything at the time, shifted focus a bit, and kept working on the game in a more sensible tempo. Then things got in the way, and I haven’t managed to maintain focus the way I would have desired, but at least, things have been moving forward.
Now, exactly one year later, I’m at it again, and the goal is again to release a playable demo and start accepting pre-orders before the end of October. However, this time, I have physics, OpenGL and sound, ZeeSpace has evolved a little, and so has the language, EEL. I have a GUI toolkit with some dialogs in place, and I have a physics/AI framework that handles vehicles, pilots, weapons etc in a clean, modular fashion.
And I have 25 days and 4 hours. No more excuses!
David





