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Specifically, I added an icon and a link for the monster editor I put up this morning; added the latest version of Genotype*; and re-uploaded the old Deliverance demo**, which seems to have gone missing sometime in the last 18 months.
*Controls: <space>+- control time; x goes to the previous screen and c goes to the ‘next’ screen, if applicable. s goes ‘up’ but that’s not very well defined sometimes. Honestly, you might be better off just clicking.
**Controls: WASD gets you to your phone, and then Escape brings up a menu which lists the rest of the controls.***
***Before I add too many other old games/prototypes - which I totally want to! - I think I need to set up a format for listing basic stuff like this. Ideally the games would list this themselves, but… old prototypes, yeah?
Yes, yes, on the eve of Ludum Dare. And with a late game. I am terribly irresponsible. (Though perhaps not quite so much as some? Sorry, sorry, low blow.)
As with all of my games, it is another attempt at Ranger / Deliverance.
I have estimated it will take exactly 7 hours of work, including art, bugfixing, and music. (Well. I have scheduled 15 minutes to try to find music. If I can’t, I guess it’ll be artfully silent!)
That means it’ll probably be done by this time tomorrow night.
Sorry, Jason! I’ll be back to TTI very soon.
Still pretty much stuck on design issues with Deliverance, as I mentioned the other night. They’re not the sort of problems that I can solve at the computer - I need to be in a place free of distractions* to hammer this out. Based on my historical track record.
So for the 5-6 days, I’ll spend my time in distraction free-zones brainstorming madly to decide what to do about Deliverance, and spend my time on the computer working on a small game, based on an old project of mine called ‘Falltown’. (This is not a good name. I will improve it later.) Then - according to the plan - I’ll hopefully have solved the issues with Deliverance, and will get back to it regardless.
Roughly a year ago, I took a break from the first iteration of Deliverance to make a small game - I gave myself about a week. It took two months, and produced Manufactoria. I don’t expect that to happen twice. But it’s a funny thing to note.
Anyway. Screenshots soon.
*It’s taken me over an hour to write this post, because I get distracted roughly every 5 seconds.
Went to a meetup this evening with Andy Schatz, Tyler Glaiel, Neil Thapen (S.T.A.C.K.E.R., Venus Patrol), Erik “expartend”… and three other people whose full names I can’t google up, so they’ll go unlinked to for the moment. (Nothing against them at all.) It was pretty much on a whim - expartend told me there was going to be a meetup, offered me a ride, I didn’t have anything else going on…
…it was amazing. I met a bunch of people whose work I admired (I talked with Neil! He made STACKER! He teaches at my school! He has a sweet British accent!), talked for hours (both Andy Schatz and the guy he works with (whose name I shamefully cannot remember) tell excellent stories), and found out that Andy gave a talk at PAX on “the best indie games you’ve never played”, devoting a section of the talk to Manufactoria.
He then squandered all goodwill this earned him by suggesting that I make a version of Manufactoria called “Manufractoria”, rethemed around the refractory period, but that’s indie game devs for you.*
Also spent a long while talking with Neil about Deliverance, which only clarified a bunch of problems with I have with the design. (It’s not nearly focused enough.) Talking to him about the long-term design for the game was actually embarrassing. Need to buckle down and nail that design to the wall!
but basically it was awesome
*“It’d take about a day! Think of all the hits you’d get!”
Yesterday was Portal 2 day. Today was Work On Things That Are Not Game Development Day. So’s tomorrow. But Friday, things should start happening again.
I kind of needed the break. Doing some major revision on large-range Deliverance plans. I’ve been doing that more or less continuously throughout development, refining and adding things, but for the first time I’ve made enough progress that new plans actually mean I’ll have to scrap something. (Specifically, about half of Jack’s current dialogue.)
Not that big a deal, but it’s kind of different. And it makes me want to do more planning before I implement anything further! Measure twice, etc.
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