Isometric Fun

I started working on an isometric game engine over this weekend, this time written in Python. I was inspired by the One Laptop Per Child project, and was thinking that some of my world editing ideas go well with their constructionist learning philosophy.

The end user experience could be something akin to building and playing with Legos together with friends, although the building blocks should be larger and more functional. No built-in game goals, but players might be able to define ones themselves. Maybe there could be some kind of toggle to switch between Build and Play modes.

The limited memory footprint of the OLPC laptop (no hard drive, only a few hundred MB of flash memory) imposes restrictions on the amount of media and map data that can be stored in a conventional way, so I'm also planning to experiment with procedurally created maps and graphics (the map above is defined with one ProbabilityMapFill, that selects between normal and flowering grass tiles, one WalledMapFill, that builds walls around a specified area, and a SolidMapFill, that fills the same area with an earth tile).

The mesh-networked nature of the One Laptop Per Child machine also means that this would be a peer-to-peer game, not a conventional client-server setup. Anyone could start or resume a game session, and invite others. Constructs and pieces of landscape created in a session should be possible to keep for later, and to share with others.

I'm not sure yet how side-tracked I'm going to allow myself to get with this project, but so far Python is relatively nice to code with, despite a few oddities and the lack of an IDE with rename and code navigation features.

1 comments :: Isometric Fun

  1. Just a note -- there's a 3D game like that called Roblox:


    1:51 AM