I’m going to use whatever I can from the previous project. I’ll list some of the know-how which will be useful in Cubicforest.
I’m now 100% sure if I’ll use the original idea of the rules (You can check them here: http://adam.skobo.pl/?p=697). Anyway I have tested some variants and now I have some knowledge about do’s and dont’s for what the game could be about. Although idea is not complicated, I’ll look for ways to simplify it even more.
I have ready recipe on creating maps in Tiled. It may seem as something easy: jut put elements on the map, export to the file, load the file. But: You have to decide how to organize the layers, how to name them, how to smuggle other level-data needed (like available player tools). Maybe even Java source code for loading that data (organizing in data structures) will be useful. Old post: http://adam.skobo.pl/?p=537.
And now an absolute time saver. How to build 3d models, export them to the .blend file, convert it to JSON and then make an import to the game. Little Python magic involved, as it’s a native language for the Blender.
Blender models examples. Their 2d representations visible on the previous screenshot.
How to build a 2d sprite is an another interesting topic. Depending on the 2d perspective, cube’s texture should be drawn in the right order to recreate model in the isometric projection.
Old source code
Not sure if the source code itself will be useful: it does not have some complicated algorithms and neither the noteworthy code structure. But it’s good to have a look on the old files. Maybe something interesting will be noticed.
Ok, one component is definitely worth of attention: levels solver. Previous version has a component which recursively checks all the possible player’s decisions and gather the winning ones. The way to do it, taking into account level’s structure, is not so obvious.
written in Emacs with org2blog mode