We’ve been absent for the better part of the past few months, and that kind of sucks. School and work absorbed basically all of our time, which also sucks. In the time that we’ve been gone, we’ve made some decisions, as well as progress. Allow me to enlighten you:
We’ve decided to make some design changes. We’ve been having issues with our initial design and have been struggling to realize it in a fun way for a while. These changes will be explained more in depth in the future, but for now, let me explain with the following.
Our goal for the future of Tomorrow’s Horizon is to transform it into more of a strategic game in which you make specific choices about the path you take through the world, and then fight to obtain rewards that will help you achieve victory.
Vague! Wait for more details. They’re coming, I swear.
The second big change we’ve decided to make is the conversion of the game from GameMaker to C++. It’s a change we’ve been wanting to make for a very long time, and we’re going to go through with it. It will result in a large development set back, but we’re already refactoring a lot of the game due to design changes, so I feel like this is a beneficial move.
What does this mean for the game? It means better optimization, faster development time (once we’re up and running), better potential for DLC and cross-platform release, and easier third party integration.
What I’d like to do for the time being is start up a semi-frequent development diary on the process of converting this game into C++. This is our first time developing a game in C++, and I’m sure we’ll make plenty of mistakes and discoveries. We’d love to have you along for the ride.
The first of these posts will come along soon. Hopefully you enjoy them, and maybe you’ll learn something with us as we fight our way through this new frontier.
See you all soon,