Lewd Kube
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Development Begins
Written by B[] on 06/10/2019
All great things start simply and we begin by setting up our development environment, getting the code building with the game engine and figure out how to implement a basic game menu. We of course have also worked on the game story, but we can't provide updates on this without ruining the experience for players.
We're currently trialling the LITIengine, which we have selected for several reasons:
- Portable -- Early on we decided to use Java as it gives the greatest chance of portability, as well as being the language the developers know.
- Open Source -- Our intention is to open source the game afterwards and what better way to start than an open source engine to build upon? Of course, it also helps being about to look into the source of the engine and potentially submit bug fixes, etc.
- Light Weight -- The LITIengine is quite lightweight, it'll run on most hardware that'll run Java and only uses the
awt
graphics system of Java.
- Functions -- The engine provides physics, graphics, sound, networking, debugging capabilities and much more - all of the basic things we'll need in order to get this game off the ground.
- Simple -- Of course, there are more capable engines out there, but they also take some time to learn and be efficient in using. The simplicity of the engine is one of its best features.
One of the largest challenges in the future will be the artwork, something we'll need alot of and in multiple different styles.
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