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Weekly Links #289

29 September 2019 — No Time To Play

Hello, everyone! Thanks to a generous donation by my friend WereWolf, the hosting costs for No Time To Play are covered until next summer. So I can stop pestering you for a while. Any extra funds received will still be appreciated, of course.

In other news, due to recent developments I'm finally in a position to offer 64-bit Linux builds for my games. Currently, Escape From Cnossus HD is available in the new edition, both on No Time To Play and on Itch. Where, it turns out, I had never uploaded the latest builds from this summer. Oh well, better late than never.

On the minus side, I'll be less able to support the 32-bit editions going forward, especially for Windows. No reason to take them down, of course, you'll just be on your own with them. Oh, and I took the game entirely off Game Jolt, along with most of my titles from this year. They're just not moving. I'm not sure what to even offer the kind of people who go there to play.

Oh, I do have new games planned, and improvements to existing games, and articles to write... so much to do, so little energy. Should be more able to work on them in October, but how fast is another question entirely. Especially as I'm forced to make some changes in my workflow, and the kinds of things I can work on. Will let you know.

Anyway, for news this week we have changes coming to the event known as PROCJAM, words about the future of Ren'Py, and some philosophical considerations about Doom 2. Details under the cut.

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Tags: community, tools, classics, shooter, game-design, philosophy

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Weekly Links #280

28 July 2019 — No Time To Play

So, my post from two weeks ago made the Dragonfly BSD Digest, a well-known and highly-respected linklog in the tech community. As of this writing, it had five times the usual number of readers, but no reactions. Maybe it's better that way, given its controversial nature.

In even better news, I started working on my game again. By now it looks like this:

Game screenshot depicting a dogfight against round spaceships from a first person perspective, in an abstract landscape suggested with neon-colored bars.

and people seem to like it, for various reasons. So even if the going is slow, I don't mind because the time taken will have been well used anyway.

As an amusing aside, the game was freezing randomly for short intervals after adding enemy missiles. As it turned out, trying to draw a filled circle in software when it was scaled too big took a lot of time. Dear fellow programmers: trust me, you're optimizing much too early and in the entirely wrong place.

Now for the news. We have quite a few this week:

  • how the myth of white, male Middle Ages came to be;
  • what being a game designer means;
  • the things game developers have to put up with from certain fans;
  • a sound critique of Steam's new automated curation features;
  • advice on making game enemies OK to kill.

Last but not least, a tribute to the late Rutger Hauer. Details below the cut.

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Tags: meta, history, game-design, community, curation

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