So I technically didn’t start this today, but when I started coding last week I didn’t get anywhere and the first thing I did today was to just delete it all.
It’s a simple game and the code is pretty simple too, but my reason for doing it is I wanted to design it backwards from how I usually do games. Instead of starting with graphics and
technical details (setting up pygame or whatever), I wrote it gameplay first. I started trying to describe the rules of Sokoban in the simplest possible code, coding to an imaginary API
for tile-based games. Then when I was happy with how that worked, I wrote the implementation of the API I had described in the game module.
It worked pretty much when I first ran it (other than a typo where I had left off “self” on one constructor call, which was kinda surprising for a game by me. I tend to iterate like crazy:
1. Start with my PyGame template
2. Make a change to make it more like a game
3. Run it.
4. If it crashes or looks wrong, make a quick fix and go to #3 .If it runs, go to #2
This may explain why I have so many problems with making games.
(PS: I did fail at November game)
[…] Sokoban […]
Pingback by Game Inventory « Art is Art and Water is Water — November 1, 2010 @ 8:48 am