Blog

Project R.I.B, a precision platformer crafted within the realms of a custom game engine, marks my inaugural foray into game development. With an ambitious target to wrap up the project by year-end, I draw inspiration from the often-overlooked masterpiece, Dustforce, aiming to deliver a streamlined and approachable experience. Distinguishing R.I.B from conventional platformers, the key innovation lies in maximizing the potential of just three buttons: left, right, and action. While traditional games allocate these buttons solely for running and jumping, R.I.B introduces a dynamic shift, providing users with four distinct "Actions" that can be executed through both press and hold motions. The intricacies of keyboard input handling add a layer of complexity to the control scheme, enriching the gameplay experience beyond the limitations of a typical three-button setup. Delving into the technical underpinnings, the decision to develop a custom engine stems from a personal drive and a desire for creative autonomy. By owning 100% of the game, I find motivation in avoiding the need to navigate someone else's codebase for answers. Beyond the personal incentive, a practical rationale supports this choice. With a self-built engine, I aspire to eliminate the communication gaps that often arise between designers, developers, and artists in traditional studios. In many studios, the division of labor among designers, developers, and artists can hinder the seamless implementation of creative ideas. The back-and-forth communication between a designer with a groundbreaking concept and a developer tasked with bringing it to life can result in misunderstandings or compromises due to technical constraints. The decision to wield a custom engine transcends mere preference; it aligns with the vision of a singular creator capable of translating ideas directly into code. While collaboration advocates argue for the benefits of diverse skill sets, specialization, and parallelization of work, I am undeterred. The workload of single-handedly creating a game may be formidable, but the prospect of channeling all aspects of the development process — from conceptualization to coding — through a unified vision is a challenge I willingly embrace. In doing so, Project R.I.B becomes not just a game but a testament to the potential unlocked when a creator takes charge of every facet of the game development journey.