The Tallest Tower

Development Blog

A Brief Tour


For those with a more technical leaning, here’s the rundown on what I’m using for the game:

I’ll dive into each of these in more in detail at a later date. For the prototype, I’m using SFML for 2D graphics, windowing, and events. This will be tossed out in favour of the above once the prototype is complete.

Aren’t custom engines a terrible idea for indies?

Rolling a custom engine is a huge undertaking, and can be risky if I’m not careful. However I decided to go with it because:

Where possible I try to give myself total visibility into any source code used in the game, since this allows me to add features and fix issues in library code I’m using. And there are always issues. In its prototype stage, I’ve already made source modifications to SFML, imgui, msgpack-d, and even the D language runtime and standard library. I anticipate making many more as work continues.

I spent a while evaluating other audio libraries, but none of them had all the features I was looking for. BASS was close, but they don’t sell a source code license. Wwise was another contender, but it appears you’re forced to work from within their designer tool. Using FMOD for audio makes me a little nervous since it’s really the only place I’m using an opaque DLL with no available source code. However I’ve heard positive reviews of FMOD and its API, and so far my experience has been great. If all else fails, they do sell an (expensive) source code license.


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