So I've been interested in making some platformers in LÖVE / Love2d for a while, but haven't produced much of anything so far, until this month. To get the ball rolling and reduce procrastination, I started writing more: jotting notes on paper, keeping a personal diary, and writing up public-facing devlogs with weekly goals. (Warning: unfocused ramblings about platformers). I found that writing about ZZT here helped a lot in the summer.
It is my intention to get something playable out the door between now and the end of the year. It would be a mistake to take on something larger than I can realistically pull off, so I've put my current ideas on the backburner, and I'm setting a goal to make something small but wholly realized in about two weeks. This would help me find issues in my current codebase, get familiar with packaging LÖVE games, and also give me something tangible for my efforts.
I wrote up an idea that has been in the back of my mind for a while, started a simple XM soundtrack, and outlined how gameplay would work yesterday. But I'm realizing today that I won't have the energy to pull it off in two weeks. So back into the cabinet that one goes. Started on another idea, but upon review, its workload requirements are also too high for this timeframe. Think smaller, damn it!
I need to take a few steps back. There are platformers with very little to them that are still very enjoyable. I'll post some more once I've got something that's scaled appropriately.
So I'm more or less fed up with MMF2. Here's why:
So seeing as I understand programming (I can probably write way better C++ code than most of my colleagues can), and I'm not on Windows anymore, it's honestly kind of bizarre that I'm still using something comparable to tinker toys.
Rant over. Time to talk about more productive things.
I want to write something that will help me do game prototyping and Trainwrecking without the pain associated with existing solutions. It will be something of my design, crafted toward my expectations for something usable for such a purpose. Now, I understand that I am starting to sound like the crazy, egomanic Linus Torvalds, Eric S. Raymond, or {insert bearded idealist here} of Glorious Trainwrecks, but so be it.
Here's what I'm planning for the design, which will either be totally awesome or really bizarre, depending on your tastes:
Basically, the design philosophies behind this are more or less opposite to those in, say, MarMOTS (not to say that it's bad, but I don't think it'd be useful for quick and fun prototyping, personally). I want to design something that is minimalistic yet modern and a breeze to use (once you learn how to use it), as opposed to something more nostalgic. Possibly something revolutionary. You know, like Git! ...Except that I sort of doubt I'll be able to achieve that last bit, but hey, I suppose one can dream.
Edit: I suppose this is somewhat based off of KlikPunk, except that I intend for an implemented runtime and something that doesn't require Adobe AIR to run or Windows to develop with. Also, editing scenes will be a lot like KlikPunk but you'll be doing more than just assigning positions of items. This is data that will go hand-in-hand with other data formats to produce the game.