My next big programming project.
Posted: Tue Jul 14, 2009 6:07 pm
I'm currently working on a little 3d Rubik's cube game as an intro to working with XNA, but I'm plotting something much bigger for my next programming venture. I know physics based games are one of the big current fads of the day, but I've been wanting to do something more engineering oriented long before the current physics craze. So I'm starting this thread as a way to organize my thoughts and gather some opinions.
My working title is: The Engineer's Playground, and it will be an engineering/physics based puzzle and problem solving game where the sandbox mode is just as fun as trying supplied challenges.
I intend to develop it in stages, starting with core functionality and adding more complexity to the physics simulation with each additional phase.
* Stage One
--------------------
Environment -
The player will spend much of his time in a machine shop. The shop will be broken down into design, manufacturing, and testing areas. The design area will be the computer lab/office area and walking up to a computer will take the player into the design suite. The manufacturing area will most likely be eye candy (unless someone wants a machine shop simulator), and will not likely be developed much until later stages. The testing area will be an empty space with access to everything needed to test contraptions (i.e. pressurized lines for testing pneumatic devices, electricity for electrical equipment, motors for anything that might be belt/chain or gear driven, etc etc etc). Outside the shop will be varying terrain where challenges will be available.
Design -
Stage One will require a basic design/assembly suite featuring a basic CAD system for creating individual parts. Parts from the CAD system would be available to combine into assemblies with a selection of basic joining methods (bolts, welds, etc.). And then maybe a paint shop to keep creations from getting boring.
Physics -
Initially there will be just a bare bones set of materials available. Most of them will be "magic" materials to keep the Stage One physics engine on the simple side. There will be a magic metal that has mass, is perfectly rigid, and is indestructible. (Yet somehow parts can still be cut from sheets, molded, and milled. ) Water will be available as a "fuel" but working out the dynamics beyond that might be beyond Stage One. Other fuels would be coal, diesel, and some sort of solid rocket fuel or gunpowder. There will also be belts and chains, and a few other basics to keep things interesting.
As for the physics engine, there will be basic Newtonian mechanics, enough thermodynamics for a steam engine, basic combustion, and enough fluid dynamics for a steam engine and simple pneumatic systems. (Think hydraulic arms, not torque converters.)
Is that too ambitious?
I'll add more to this as I think of it. I've never actually thought out a project before I've started coding before....... everything's always just been hacking away at code.
My working title is: The Engineer's Playground, and it will be an engineering/physics based puzzle and problem solving game where the sandbox mode is just as fun as trying supplied challenges.
I intend to develop it in stages, starting with core functionality and adding more complexity to the physics simulation with each additional phase.
* Stage One
--------------------
Environment -
The player will spend much of his time in a machine shop. The shop will be broken down into design, manufacturing, and testing areas. The design area will be the computer lab/office area and walking up to a computer will take the player into the design suite. The manufacturing area will most likely be eye candy (unless someone wants a machine shop simulator), and will not likely be developed much until later stages. The testing area will be an empty space with access to everything needed to test contraptions (i.e. pressurized lines for testing pneumatic devices, electricity for electrical equipment, motors for anything that might be belt/chain or gear driven, etc etc etc). Outside the shop will be varying terrain where challenges will be available.
Design -
Stage One will require a basic design/assembly suite featuring a basic CAD system for creating individual parts. Parts from the CAD system would be available to combine into assemblies with a selection of basic joining methods (bolts, welds, etc.). And then maybe a paint shop to keep creations from getting boring.
Physics -
Initially there will be just a bare bones set of materials available. Most of them will be "magic" materials to keep the Stage One physics engine on the simple side. There will be a magic metal that has mass, is perfectly rigid, and is indestructible. (Yet somehow parts can still be cut from sheets, molded, and milled. ) Water will be available as a "fuel" but working out the dynamics beyond that might be beyond Stage One. Other fuels would be coal, diesel, and some sort of solid rocket fuel or gunpowder. There will also be belts and chains, and a few other basics to keep things interesting.
As for the physics engine, there will be basic Newtonian mechanics, enough thermodynamics for a steam engine, basic combustion, and enough fluid dynamics for a steam engine and simple pneumatic systems. (Think hydraulic arms, not torque converters.)
Is that too ambitious?
I'll add more to this as I think of it. I've never actually thought out a project before I've started coding before....... everything's always just been hacking away at code.