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Weekly Links #297

24 November 2019 — No Time To Play

Three weeks ago when I announced the text-based edition of Space Cruiser Orion, it was a complete surprise to discover how many people liked it. Trouble is, there's no good place to put the game up, either here or on Itch. What to do? Why, just upload the archive somewhere and link to it directly.

So here it is, for now only in a 64-bit edition. Sorry about that; right now the 32-bit system I could use for development isn't so easy to set up. The binaries are only for Linux, too, and I'm not sure how useful the source code is to most people. For what it's worth, instructions are included.

As an aside: dear software developers, there's a big difference between "sorry, can't make something for you to run right now" and a snide, snotty "everyone's on 64-bit by now". Um, no. Wrong. If that was true, people wouldn't be asking. Never dismiss the needs and wants of others. That you can't help everyone is another story. Least you can do is show a little respect.

Otherwise, fluffy alerts me of a campaign to save the .org top-level domain. Enough with the privatization of everything. The Internet is a public resource and must be treated as such. And also continuing from last time, my new research into scripting engines has been going well. It should bear fruit soon.

In the way of news, we have a retrospective of the Robocop arcade tie-in, and more lessons the game design of Doom. Funny how that one game continues to be an inspiration after more than a quarter century. Details below the cut.

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Tags: news, arcade, classics, shooter, game-design

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Weekly Links #295

10 November 2019 — No Time To Play

Hello, everyone. I forgot my own rule this week, and posted a tabletop RPG review right here on the blog instead of the wiki with all the others. Did put the requisite links there, but it's not the same thing. And while I feel safer with new material stored as plain text, it does spread content around again just as it had settled in a new shape. Oh well.

In the way of development, I took a break from games for a few days to work on a couple of tools and also make plans. And what I'd like to do in the near future is more ports, even if not many people will play them. Some of them will find a place on the website. Maybe most. Others, not so much. Hopefully some writing will fall out of it for a change, because it's been a while. Can't promise though.

As for news, the week begins well. On Tuesday, Hardcore Gaming 101 covers Strike Commander, an offshoot of the more famous Wing Commander series. Oh, boy, here we go with the drinking game again:

  • It's yet another story of horrid crunch in the early 1990s. Can't help but think no game ever made was worth the ruined lives, let alone this relatively obscure tech demo and filler.
  • That said, you mean software rendering was already so advanced in the same era, only to be thrown away in a few short years because hardware manufacturers needed to sell their newfangled GPU boards?
  • Ha ha, there was a time when 3D modeling was considered grunt work. Oh dear. How things change.
  • What doesn't change is how tightly games are connected to the political context of when they were made. This isn't new, folks. We were just taught to accept media upholding the status quo as being somehow "apolitical". No more.
  • Wait, Freelancer took 6 frickin' years to make?! Chris Roberts really hasn't learned a thing in his decades as a game developer, has he.

Good read, right there, and not too long. Give it a few minutes of your time.

Too bad there wasn't much else worthy of note until Sunday. Oh well, enjoy what's left of the weekend, and see you next time.

Tags: shooter, classics, graphics, news, meta

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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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