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In Week 5 of So Play We All, things were pretty quiet. I bugfixed and laid groundwork. Luke… uh… did something. I read his post and it sounds like he added some helpers but otherwise mostly just rewrote his story. It’s more enjoyable now (seriously, play it), but it doesn’t really feel structurally any different. There’s no added mechanics that I can see. I’m curious where he’s going, though.

Meanwhile, Jim is apparently suffering from Python poisoning, because he’s naming events __LIKE_THIS__. He’s swirling into madness:

Once Version 1 is stable, I’ll compile a list of “official” Events that developers can utilize in their own projects.

No, I didn’t make that up. Not only is he thinking about a framework for multiple games, he’s thinking about a published framework for multiple games. Not, you know, his game. I see why Luke earlier used the phrase architecture astronauts. Jim, you are a great many abstractions away from writing a game, and I think the air is getting thin.

More encouragingly, Jim’s been writing about some of the deities in his game world: Dani, Rhegar, Nuri, Shisane, and Kesok. I understand the setting is largely based on long-gone-by D&D campaigns. It’s great to see some player-facing information.


Comments

  1. lol I should point out that I don’t meet all the criteria of the “architecture astronaut” article… I’m actually PROGRAMMING, not simply theorizing. ;) However, I’ve never been shy about stating that the architecture is what I find most interesting during development and it, probably, my greatest strength. I’m able to take my abstract theories on HOW something should work and actually MAKE it work.

    Even when I was learning PHP, I didn’t just learn the language but learned how the interpreter, itself, behaves. By knowing the foundation, you can build a better building.

    And, yes, my framework is intended to be expanded and I DO intend some kind of publicly-available release (again, this is no secret, I stated this before). It’s not an overwhelming desire (though you’re going to loathe the changes I’m making this week lol) which is why I will be collecting the information on Events AFTER release. It’s simply a requirement that I keep in mind whenever I’m writing my code.

    And, yeah, I think I’m going to make it a goal to write at least ONE “fluff” article per week. We’ll see how well I manage. lol

  2. You’re pretty much spot on when you say that I didn’t do much – it was mostly writing that helper, adding some javascript, and then spending way too much time thinking through my story.

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