Introducing codename ‘Midgard’
As I have hinted to various people over the last few days, I am, in fact, attempting to put together my own game. Sick of tormenting randoms on TF2 servers, or pointing out that that glitches still exist from the original release, I’ve taken to work on my own genre-bending madness, well away from First Person Shooters (though the engine was actually designed for FPS games, go figure).
For various reasons, I am codenaming the project ‘Midgard’. This will, incidentally, be the name of the initial release/version. I’ll take posts about it with ‘project midgard’ from now on.
The genre of the game is, at present, a rather poorly kept secret, however, I will not be posting it here. To say the least, it is more like an RTS game than an FPS game, though, the HUD will be more cluttered than many RTS games (you can, of course, turn off parts of the HUD, in game, without fighting with a nasty options dialogue).
The projected progress goes like this:
- Design UI (~50% complete);
- Design ‘Sandbox’ mode (~10% complete);
- Design campaign (planning stage — may not be part of the original, but instead listed as a ‘promised’ patch);
- Release a beta test of the game;
- Patch as required;
- Release single player game.
At this stage, this part is listed as ‘wishlist’ by me:
- Optimise the communication stacks;
- Work on additions to the game (free patches and some paid DLC)
- Free Patches/DLC will include a campaign;
- Paid DLC will likely include sidegrades.
- Work on multiplayer code (presently total wishlist stage, as optimising for more than 24 players is annoying).
There will be more updates as I progress, but for now I’m working on the core gameplay (available in the ‘sandbox’ mode). I will say that, like many other games, sandbox is all that is really required, but I would like to add objective modes, and add support for ‘modders’ (or level makers, in this case).
For the two people who’ve stumbled blind drunk on this blog, I hope this helps clarify the earlier post.