So this is Spirit Age. The game isn’t much yet and I’m just doing a prototype that will consist of the starting area and some basic mechanics with the artist Zane I mentioned in my last post. I don’t want to talk too much about the game now as we’re still in the very early stages but I’ll talk more about the tech.
So when deciding on what game engine to use I was toying with the idea of doing something similar to Ben Kane with DLC quest and go for an XNA title that I could then port to Linux and Mac. That’s cool and all, and I dig XNA (probably about 60% of my college experience was XNA) but I also happen to have grown a love for cocos2d-x. The dilemma until recently was that cocos2d-x had no OSX support, but luckily version 2.0.2 fixed that! Now I can create a C++ game with openGL that supports Mac/Linux/PC without having to do it from scratch (which I’ve done in the past at a snails pace).
So now that I’ve got the Mac and Windows versions working nicely together I can move onto linux. I plan to develop 70% or more from OSX because thats what I use at home, but I would really like to have periodic builds for the other platforms until a beta release where I’ll likely invest time in creating a build server for the game.
Thanks again for the read friends.