Alexander Morou
Sponsor
Greetings,
I've been a part of the RPG Making Community since 1998 (I was 16 then), and there's one common trend I seem to see quite often: vaporware. While most of the time the folks involved mean well, I've always wondered, how soon is soon enough to showcase your project?
In 2000, I had a project called RPGCK, it went as far as a renderer and basic NPC/Dialog management, I even had the beginnings of an interpreter for my own language; however, it just never got done.
Over the past four years I've been working on software related to other areas, mostly focusing on refining the process of writing software that automates complex patterned logic, such as a parser compiler, and the code-generation that comes with it. The process of automating certain patterns comes into play for making games, if you want your game to be self-sufficient and not dependent upon a game.exe so that your resources are a bit better protected (since they're inside the .exe, or something else), is my major goal right now. I spent a good year and a half creating IDE abstractions so that I could create a program which could allow add-ins to inject new kinds of game types, map types, designers, and the general building blocks that make up a designer program in a way that was very simple and allowed for a consistent visual model.
I eventually plan on posting about my project, once all the grunt work is out of the way, but the main question is: when is soon enough and when is too early?
I've been a part of the RPG Making Community since 1998 (I was 16 then), and there's one common trend I seem to see quite often: vaporware. While most of the time the folks involved mean well, I've always wondered, how soon is soon enough to showcase your project?
In 2000, I had a project called RPGCK, it went as far as a renderer and basic NPC/Dialog management, I even had the beginnings of an interpreter for my own language; however, it just never got done.
Over the past four years I've been working on software related to other areas, mostly focusing on refining the process of writing software that automates complex patterned logic, such as a parser compiler, and the code-generation that comes with it. The process of automating certain patterns comes into play for making games, if you want your game to be self-sufficient and not dependent upon a game.exe so that your resources are a bit better protected (since they're inside the .exe, or something else), is my major goal right now. I spent a good year and a half creating IDE abstractions so that I could create a program which could allow add-ins to inject new kinds of game types, map types, designers, and the general building blocks that make up a designer program in a way that was very simple and allowed for a consistent visual model.
I eventually plan on posting about my project, once all the grunt work is out of the way, but the main question is: when is soon enough and when is too early?