Star of Doom is an idea. It is a concept. It is a universe.
A lot of Star of Doom can summed up in the following extremely annoying song:
Anyone who played the second iteration of Star of Doom knows it well. But what is Star of Doom. It is a planned game. One that was never completed. It has gone through many iterations, yet always been too ambitious to survive. Star of Doom is my goal. Actually, the truth is that it was originally called Legend of the Fire Star. Star of Doom just sounded better.
First Iteration
Back when I was in sixth grade (2006), I had just failed at my fist attempt at creating a game when I first conceived Star of Doom. I began by planning out the characters and settings, imagining a whole galaxy filled with planers and stars, and nebulae and all kinds of alien life forms with rich histories and backgrounds. It was months later that I naively tried to actually make this a reality. After almost a month of coding using my own custom built DirectDraw game engine, the Cow Moostache 2D game engine, I had accomplished very little. I had a menu, a first cut-scene, and the beginning of a first area. At this point, my artist, Nick Safford, had to leave the project. Stranded, and not making much progress, I decided to abandon it for the time being. Failure Excuse: Lack of Experience.
Second Iteration
The second iteration was the first 3D attempt at Star of Doom created using the Irrlicht3D engine. It was also not only the most popular among my friends, but also the farthest of any attempt. I started this attempt towards the end of 6th grade, I believe. This attempt featured a full fledged RPG system with items, conversations, a pause menu, and so on. Well, you might ask what stopped me from finishing. Well... After a while, I begin to have massive code organization problems. It was simply too much to work with. My application started to break down bit by bit, and I was unable to isolate any of the causes of the problems. Failure Excuse: Lack of Organization
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