Puzzle Catcher is my best work so far, and I’m very proud of it! Come take a quick tour of the studio and see some of my sketches, notes, prototypes, and behind-the-scenes tools.
A little background: I’m a game coder from the 1990’s, and I’ve decided that I want to write game for the rest of my life. Every decision I make is in preparation for the creation of my masterwork creations many decades from now. I tend to write games as if I’m building a nuclear fallout shelter… using the most reliable, hardened, and easiest to maintain technologies. (That would be C/C++ for maximum portability and all the speed you’ll ever need.)
Here are a few pictures of my studio where I invent stuff every night:
Tacking on the creation of the Zoom framework caused this humble six month project to turn into a four year adventure. However, it was also a once-in-a-lifetime opportunity to write the technology that will keep my games working great and looking razor sharp in the distant future. Writing your own game engine in C/C++ is a serious commitment, but it’s safer in the long run than just buying an engine off-the-shelf.
(CAUTION: New developers first need to make a name for themselves with any tool they can find. The “long run” is for after your games start to “capture lightning in a bottle”, when it’s worth looking at 10 to 20 years down the road. I’m already there, so your mileage may vary.)
In 2014, I finally had the opportunity to create a prototype for the game I had been dreaming of during the development of Super DX-Ball. It took me 10 years to finally take the plunge.
Somehow this simple game idea turned into the poster child for a huge engine technology upgrade. If I had known that Zoom was going to take 3+ years to create, I might have never started writing the game! The trouble is that there are simply no open source UI frameworks for plain old C/C++. After exhaustive research, I decided that a combination of QT’s QML language and World of Warcraft’s XML/Lua modding framework sounded just right for us.
It’s often a bad sign when game developers start writing tools instead of games all while quoting Carl Sagan’s famous line, “if you wish to make an apple pie from scratch, you must first invent the universe.” I definitely fell into that trap, but eventually there was enough of the Zoom finished so that I could start writing the actual game. So I rolled up my sleeves and got back to designing.
With a mind full of ideas, a notebook full of sketches, and even some finished artwork, it was time to start getting stuff on the screen!
In the final analysis, I should have had a team of 8 people to complete this game in 6 months as originally planned. Some folks would say that I tried to boil the ocean by making my own UI framework. It was more like I tried to boil a swimming pool, but I got it done eventually. Writing your own game engine from scratch is not for the faint of heart, but it is the best way to gain mastery of your tools. If you switch tools/languages/engines every 5 years, the you will always be a generalist and will eventually fall behind. If you want to be writing games for your whole life, then you should consider crafting your own tools and start crystallizing your experience today. When you actively enhance the same code base over a long period of time, that’s better than starting over and over with someone else’s frameworks. Who says that their ideas are better than yours anyways? Be bold!
Puzzle Catcher was a pleasure to make, and it’s built to last. I’d be honored if you would download it today and give it a try. If you would like to chat with me about this game, or any of my other game projects, then come visit our BlitWise Games community forums. See you there!