The Trap

There’s a classic trap that many people fall into when setting out to create something - doing it all themselves and building it from scratch.
And despite being aware of this trap, and falling into it before, I’m determined to build my own engine for this game.
I’ve been learning about WebGL and have decided it’s the way to go. There is pixi.js, which does look good, but I just prefer the idea that I will understand exactly what’s under the hood if I build my own, and can customise it to work best for the needs of my game.
So there’ll be a lot of work before the actual game part begins, but that’s all part of the process, and I enjoy the process.

In my travels today I played some Surviv.io and Zombs, and it made me realise that I need to put some more thought into my game design. Arid will be an open world game based on exploration, PvP and PvE. With that comes damage and death, and I really need to think hard about how I handle that. In the aforementioned games, death comes quickly and I didn’t feel invested in the game enough to really care.
I’d originally thought about stripping the player of their items and having them start again in the same place as all new players. However, with the size of the world that I want to achieve, and the emphasis on exploration, it could potentially ruin a player’s motivation to start again.

I’ll have to keep thinking about it…


Date
February 25, 2020