Introduction
The first post of hopefully a series that will end around 29th of September, 2010; for sanity’s sake.
Why you ask?
Who am I you ask?
2 questions I will answer shortly, but first, let me introduce the subject of this series and the goal of why I am typing this post.
The subject of this series of posts is Caravel, a game made for Android using Ardor3D.
Caravel is a game centered around colonization, overcoming obstacles, and beating “Nintendo-hard” AI..
In short, undiluted & unadulterated fun.
A complete description, together with API (Yes, Caravel will be open-source!), can be found at: wiki.et.jobhartjes.nl
The goal of this series is to display all aspects of Game Design, and help you, the reader, see all potential pitfalls of Android and/or Ardor3D Development.
Now onto those questions from earlier:
Caravel was chosen for participation in the Ardor3D Summer Contest, and as a requirement needs to be finished by the end of September 2010.
As for who I am;
My name is Gijs-Jan Roelofs, and I am a student at the Department of Knowledge Engineering, Maastricht University (Netherlands).
For now, all you need to know is that:
- One of my passions is Game Design.
- No, Game Design is not something they teach at DKE.
(We do way more awesome stuff than that… Considering how much I like Game Design, this is saying something.)
Now, onto actual content!