Game development. It's the one thing that I always wanted to do but never got
very far. As a kid, I started programming with Scratch and
absolutely loved it. I started getting into the various mods available like
Snap! (formerly Build Your Own Blocks) and Panther which
gave me even more control over the system or that made every element of the
I had the time of my life learning how to make games and even fake operating
systems using Scratch. Later, I tried to take the same ambition into my mastery
of the Java language, but I never actually completed anything. Here's the
problem: I had no direction. Every time I tried to make a game library, I
failed because I had no idea how I would later use it to make a game; as a
result, my APIs were a mess. I ended up lost in my own code and unable to make
something that could actually support a game.
Years later, after learning far more about software development than
15-year-old me could ever imagine, I now have a purpose, a driven motivation to
make a game engine that actually works. I've been inspired by games like
Minecraft and the unlimited possibilities that voxel worlds provide. I enjoy
building circuits using redstone, but I'm tired of having to work around its
quirky game mechanics. With my own platform, I can build my own wires mod that
behaves the way that I want, and predictably so.
Tsukurou! is the answer to these problems. It is my latest
software project that aims to create an open platform for voxel game
development with a modular suite of free/libre software packages. The name
comes from Japanese and translates roughly to "Let's Build!" to describe the
project's primary goals:
- To create an open, welcoming environment for game developers and players of
all ages and levels of experience.
- To allow developers to create an unlimited set of opportunities.
- To provide players with an unlimited world for endless creativity.
As I mentioned in my previous blog post, I'm working on time management. My
plan is to work on Tsukurou! as my sole personal project for a while, which
means I'll hopefully make plenty of progress this year! However, I won't be
touching any code for at least a few weeks. What's far more important at this
stage is research and design. I've started reading some of the great articles
on 0fps.net and designing the initial models for the project, so expect
another blog post soon where I'll document my plans!