Posts Tagged ‘tiny problems’

Tiny Problems

Posted by
Saturday, April 21st, 2012 3:23 am

The original idea involved a lot of procedural generation (in fact, it was the staple of the game’s design) but I don’t have time to implement these systems so I’ll be slashing and burning a lot as I go. The idea is to produce a static game as fast as possible, and then spend any extra minutes left grafting in generative methods for bits of the game that would benefit most from it.

The idea is to be able to play out an entire RPG narrative in a few minutes, with a sweeping plot, lots of numbers going up, betrayal, death and love. We have the latest in cutting-edge graphics:

And maybe six hours of coding time left. It has a game over state, technically, but no gameplay. So time to push onwards. Doing my best not to waste time, but the Valve Handbook release distracted me for a good half an hour…

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