I'm making a generic software environment within which editors, software and games can be created. It's a bit like a high level operating system. Upon its foundation I'll be able to make GUI's, games, applications, graphics/animation programs, etc.. all sorts of things. I'm making it as highly flexible and to have as much potential freedom as possible. You can think of it as a game editor, or an IDE, or a development environment, or a game or an application, or whatever.
It doesn't have to be used for games but it will provide good features to allow for realtime interactivity and to create and edit games and their resources. The main focus to begin with will be 2D but I aim to also branch out into 3D. It will include a cool networking system and support for collaborative editing/interaction. Since the core of it is really quite simple, kind of like a kernal in an operating system, everything built on top of it will be editable - in realtime while it's executing.
It includes an efficient multitasking script/batch system with automatic learning. Stuff created in it can be highly object oriented but it doesn't have to be. It is also going to do a lot of graphics processing and rendering like Photoshop or a paint program since I have a strong interest in graphics, plus animation and image generation. Sort of a graphical arts and design platform. It will have a very extensive library of features and all sorts of tools will be created with it.
I think it will also support generation and editing of BlitzMax programs, but that isn't its native format and I don't intend to be compiling or interpreting Blitz sourcecode. It's BRL friendly ;-) I am thinking it will be more of a higher level game-editor-toolset-frontend for BlitzMax, although it really is a standalone product.
I hope eventually to create some really nice games, tools and applications with it, which will also serve as interactive tutorials. The sourcecode is going to be module-based and at the moment I'm working on a multidimensional linked-list module, where each link stored multiple objects and where each object has its own linked list of objects. This will form some of the foundation of the object oriented design and allows for almost infinite design options. It also supports some of the `holographic`-like thought system that it's based on.
I might release the `platform` itself with a basic toolset as a free product and then charge for the more advanced applications and games that I write with it. I haven't exactly decided yet. I think it's going to be pretty exciting. I have some games in mind that I would like to create with it, as well as some graphics applications.
It doesn't have to be used for games but it will provide good features to allow for realtime interactivity and to create and edit games and their resources. The main focus to begin with will be 2D but I aim to also branch out into 3D. It will include a cool networking system and support for collaborative editing/interaction. Since the core of it is really quite simple, kind of like a kernal in an operating system, everything built on top of it will be editable - in realtime while it's executing.
It includes an efficient multitasking script/batch system with automatic learning. Stuff created in it can be highly object oriented but it doesn't have to be. It is also going to do a lot of graphics processing and rendering like Photoshop or a paint program since I have a strong interest in graphics, plus animation and image generation. Sort of a graphical arts and design platform. It will have a very extensive library of features and all sorts of tools will be created with it.
I think it will also support generation and editing of BlitzMax programs, but that isn't its native format and I don't intend to be compiling or interpreting Blitz sourcecode. It's BRL friendly ;-) I am thinking it will be more of a higher level game-editor-toolset-frontend for BlitzMax, although it really is a standalone product.
I hope eventually to create some really nice games, tools and applications with it, which will also serve as interactive tutorials. The sourcecode is going to be module-based and at the moment I'm working on a multidimensional linked-list module, where each link stored multiple objects and where each object has its own linked list of objects. This will form some of the foundation of the object oriented design and allows for almost infinite design options. It also supports some of the `holographic`-like thought system that it's based on.
I might release the `platform` itself with a basic toolset as a free product and then charge for the more advanced applications and games that I write with it. I haven't exactly decided yet. I think it's going to be pretty exciting. I have some games in mind that I would like to create with it, as well as some graphics applications.