Technical details of Game Development

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tiresius
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Technical details of Game Development

Post by tiresius »

Hey BW-

You see to be a grassroots game developer, close to your peoples who love CRPGs. That is refreshing, to say the least.

Being a game developer myself I had some specific questions about the development cycle and if it's not improper I was wondering if you could shed some light on your experience?

How long was Eschalon in development and how active from beginning to end? Any long hiatus due to burn-out or technical issues? Best I can guess is it started as early as 2004.

How many lines of BlitzMax code and is it all well commented? :)

What graphical applications did you use? How did you do the animation? Create 3D models with minor animations and render to a sprite sheet? Done by hand?

That's all I can think of, thanks for any info!
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BasiliskWrangler
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Post by BasiliskWrangler »

I started in late 2004 with ideas, and then full time on the game in May 2005.

No, I did not take a break during the 2.5 year development cycle- I couldn't afford to. Working full time on the game, I lived off of savings and small consulting jobs. Fear of becoming homeless is awesome motivation for sticking to a large project! :lol:

I think the project has close to 25,000 lines of code. Yes, I do recommend BlitzMax. It's not perfect, but it is refreshingly easier to use than C++.

I used as many free applications as possible (OpenOffice, GIMP, Blender) but I also bought a used copy of 3D Studio Max to help with some of the sprite rendering. Yes, everything is rendered to a sprite sheet and loaded into the game when needed.
Nevermind
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Post by Nevermind »

BasiliskWrangler wrote:Yes, everything is rendered to a sprite sheet and loaded into the game when needed.
I wonder, how much time did it take to create a single sprite, on average? Like, if you spent 4 hours on a 3d model and then 2 hours on rendering 8 sprites, that would be about 45 min per sprite.

And how much longer it would take had they been made by hand?
MaximB
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Post by MaximB »

BasiliskWrangler wrote:I started in late 2004 with ideas, and then full time on the game in May 2005.

No, I did not take a break during the 2.5 year development cycle- I couldn't afford to. Working full time on the game, I lived off of savings and small consulting jobs. Fear of becoming homeless is awesome motivation for sticking to a large project! :lol:

I think the project has close to 25,000 lines of code. Yes, I do recommend BlitzMax. It's not perfect, but it is refreshingly easier to use than C++.

I used as many free applications as possible (OpenOffice, GIMP, Blender) but I also bought a used copy of 3D Studio Max to help with some of the sprite rendering. Yes, everything is rendered to a sprite sheet and loaded into the game when needed.
Are you the ONLY developer of Eschalon book 1 ?
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