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Review the BigWorld documentation for further details about BigWorld Technology.
The Documentation Roadmap[1] lists all the available BigWorld documentation and will guide your reading.
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Install the game client machines.
These machines will contain the game client and content creation tools which can be used by either developers or artists. For information regarding client machine installation procedures see the Client Installation Guide.
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Install one or more server machines.
Developing and testing online game logic will require setting up a server. For information regarding server installation and the server tools installation see the Server Installation Guide.
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First time users should review the following documents:
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The chapter Running BigWorld Technology Demos.
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The Tutorial document.
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Setup your game directories.
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For Indie customers, The BigWorld Technology installer will create a skeleton directory to be used as the first game project called
my_game
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Customers using the Commercial edition or the Indie edition should create their second project using the script
tutorial/bw_create_new_project.py
. For example:c:\Python25\python.exe c:\bigworld\tutorial\bw_create_new_project.py myproject
The created project directory will contain all your game code and assets.
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Customers using the Indie Edition should not change the original files installed by the BigWorld Technology Indie Edition installer as these changes may be lost when installing newer versions.
It is recommended to rename the
my_game
directory to your game's name. Therun.bat
batch file included in this directory will run your game. -
When working on game aspects that require you to test online functionality (i.e., connected to a game server), you will need to synchronise the changes between the client and server before starting either. Synchronising can be performed in one of the following ways:
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Assets can be stored on a shared network directory, therefore being avaialble for both the client and the server.
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Assets can be committed to a source control system and synchronised on both the server and the client.
Both methods outlined above have the potential for problems when used in an environment with a number of people working with the same data. As a result of these potential problems BigWorld has a set of recommendations to assist in preventing and avoiding problems in a long term development environment outlined in the Client Programming Guide section Shared Development Environments.
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