I've also seen my projects go through several revisions in the past year. Each of them has built upon stuff I did before and learned up to that point, adding expansion into a certain new area. Then I see how I can do something bigger/better and it's time for an new `higher` incarnation of the basic vision, drawing on some of the previous code but making it more advanced. So now I'm working on a more complete `engine`, since the previous level of evolution wasn't really a generic engine and was somewhat specialized. At this point it's not a `be everything and do everything` engine but it should be at least complete enough to have all the parts to make a hand-full of games that I want to do. Those games are largely based on my favorite games over the years, building upon those themes and taking them further. I figure it might be easier to start with something based on some existing ideas than to try to jump right into something radically original. That can come later when I've put together more of the necessary code and learned better techniques.
In a way I still don't know what a full engine is going to `look like`, as I am building it as I go along, but I do have some vision as to the kind of things I want it to be able to do. So for now that's my main focus programming-wise for 2007. I am pondering loosely making it into a set of modules or standalone `engine` or layer on top of BlitzMax as a product in its own right, but that wasn't my original intention. I want to get things working well first, and perhaps do a game or two with it, to give it some `reputation`, before releasing it as a public development thing. Hopefully I can focus on getting the engine `finished` to a reasonable point. At the moment there is still a lot to do and I don't have much time to spend programming. I tend to take moments here and there thinking about what the best approach is going to be, to work out design issues and refine the vision, before sitting down to code the next part.
So far I haven't released anything since `Mildred for Blitz` on the Amiga several years ago, so when I do finally get something finished it'll be exciting :-)
In a way I still don't know what a full engine is going to `look like`, as I am building it as I go along, but I do have some vision as to the kind of things I want it to be able to do. So for now that's my main focus programming-wise for 2007. I am pondering loosely making it into a set of modules or standalone `engine` or layer on top of BlitzMax as a product in its own right, but that wasn't my original intention. I want to get things working well first, and perhaps do a game or two with it, to give it some `reputation`, before releasing it as a public development thing. Hopefully I can focus on getting the engine `finished` to a reasonable point. At the moment there is still a lot to do and I don't have much time to spend programming. I tend to take moments here and there thinking about what the best approach is going to be, to work out design issues and refine the vision, before sitting down to code the next part.
So far I haven't released anything since `Mildred for Blitz` on the Amiga several years ago, so when I do finally get something finished it'll be exciting :-)