02.05.06
Averaging Gradius For The Win
It’s hard to imagine a more awesome and thrilling waste of a collaborative effort than this.
Uncle Fatty and his Amazing Unstoppable Mouth
It’s hard to imagine a more awesome and thrilling waste of a collaborative effort than this.
Why would I say that?
Because every time I develop a tool to make things easier, that just gives me an excuse to make a system triple as complicated. Every time I make something easier, it turns harder. This is something of an annoying habit of mine, though it’s also led to some of the best things I’ve invented. That said, it’s also led to a lot of wasted time and extra complexity - not that that’s exactly a terrible thing in a hobby project, but still. Whether this is going to turn out in that fashion remains to be seen.
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Dungeon Generators are strange creatures.
I’m discovering, since I haven’t attempted one in several years, that the older a programmer you are and the more strange tools in your belt, the more fun dungeon generators are to write. Back in the day, it seemed like a huge and painful task. Now that modularity is second nature, it’s turning into a joy to write. This is sort of a surprise to me; last time I wrote a Roguelike, the monster system was by far and away the most entertaining, and the level system something of a chore. I kind of wonder whether the new monster system is going to be as much fun.
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The roguelike is well underway, now, including a name.
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Ye gods. On the one hand, I realize that the documentation for a new company is absolutely critical, both for planning and so that investors can judge potential opportunities. On the other hand, it’s like slow torture.
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