This article describes our plans for 2017.
OGS on the wire
Okay. It’s been a hard year for everyone in the team. And it’s almost over. Praise it ends! Praise the new one!
It may seem, that our progress stalled. Three years ago we announced the beginning of a new project (two to be precise), and now we still working on the engine and editor, haven’t even started creating the actual game.
If you were monitoring our news during the year, you know that we held several live sessions, showing in the real time how to use our tools to create some simple games. Each session was a step in a long road to our goal. While preparing for these live sessions, we added necessary building blocks, that will be needed to create almost any game.
Future live sessions and technical previews will add even more, so at some point in future (i hope not very distant), we will have everything we need to sit down and build our planned game from these blocks.
So, the project isn’t dead; the idea was not thrown away. But there is a lot of work to be done before we can start making the game, and there are only two of us, using our spare time.
So. You want our game to become a reality? Join us. Together we will rule the galaxy. Or just wait and see. We didn’t stop several years ago. We won’t stop now.
After all, there is only one way to create a fine tool (and it’s our initial goal if you remember) – we need to use it ourselves.
We will. Stay tuned.
Happy 2017. Let it be simple.
This article describes the start of MJIN library separation into modules.
This article describes how we spent a month building OpenSceneGraph (OSG) for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.
In this article, we take another look at 2015-2016 live sessions’ format and introduce a new showcase format for 2017.
This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.
Even though live session takes only a few hours, we devote a whole month to prepare for it. Let’s have a look at live session stages in detail. Continue reading
Note: we won’t release 0.10 for macOS due to technical difficulties with the build system. macOS support will be back for 0.11.
Mahjong Solitaire was successfully created, and it took less than 4 hours.
We will publish live session materials later this week.
Thank you for joining us.