Game Development Reference
In-Depth Information
What Are We Going To Build?
This question is of paramount importance. The answer will usually determine if you will
likely to succeed. If you want to overstep your boundaries, you will fail. It shouldn't be too
easy either. If you know something about programming already, I bet you can implement
Tic Tac Toe, but will you feel proud about it? Will you be able to say “I've built a world!”. I
wouldn't.
Graphics
To begin with, we need to know what kind of graphics we are aiming for. We will instantly
rule out 3D for several reasons:
•
We don't want to increase the scope and complexity
•
Ruby may not be fast enough for 3D games
•
Learning proper 3D graphics programming requires reading a separate topic that is
several times thicker than this one.
Now, we have to swallow our pride and accept the fact that the game will have simple 2D
graphics. There are three choices to go for:
•
Parallel Projection
•
Top Down
•
Side-Scrolling
Parallel Projection
(think Fallout 1 & 2) is pretty close to 3D graphics, it requires detailed
art if you want it to look decent, so we would have a rough start if we went for it.
Top Down
view (old titles of Legend of Zelda) offers plenty of freedom to explore the
environment in all directions and requires less graphical detail, since things look simpler
from above.
Side Scrolling
games (Super Mario Bros.) usually involve some physics related to jumping
and require more effort to look good. Feeling of exploration is limited, since you usually
move from left to right most of the time.