Let a billion videogames bloom

Everything game development: news, lessons, discussion

Weekly Links #267

28 April 2019 — No Time To Play

The muses are funny sometimes. Somehow over the course of last week I went from dungeon crawls, through fighting games, and all the way to space strategy games.

(Screenshot of a terminal emulator showing a game map and command line.)

Yep, that's a clone of Super Star Trek. Don't ask. Let's just say people love classic games, and there's a shortage of modern versions for this one. Even though, surprise surprise, it's a more complex game than it seems. Definitely not a toy as I expected initially. But then, that's all for the best. Instead of this being just practice for the game I really wanted to do (an older design), it will be the first part of a duology. To top it all, I seem to have come up with yet another fictional setting, this time retro sci-fi. And that in turn opens up all kinds of possibilities.

In the way of news, we have a chat about diversity and crunch with Tanya X. Short, and a bigger discussion of the line between hobbyist and indie. Both painful yet necessary these days. Details below the cut.

Read more...

Tags: indie, business, interview, retrogaming, philosophy

Comments? Tweet  

Weekly Links #261: classic MMORPG edition

17 March 2019 — No Time To Play

Hello, everyone! The big news this week is that I managed to complete a command-line port of Ramus 2:

(Screenshot of a terminal emulator showing a fragment from Roger Firth's Cloak of Darkness.)

Well, for certain values of complete. There are many more features to add. But hey, now you can play games natively on Linux and Windows. Source code is available, too. This lets me better understand the system, paving the way for other future improvements, and frankly it makes the whole thing look a bit more like a serious effort, if not exactly professional.

In related news, I started work on a gamebook using Ramus 2, because what's an interactive fiction authoring system without an original game made with it? No promises as to when it will be done, but the concept is strong and should work out.

Now, on to the week's major events. In mid-march, we have big things coming to Itch.io, EverQuest at 20, and a request for help. Details below the cut, and please read to the end. Thank you!

Read more...

Tags: indie, mmo, rpg, roguelike, tabletop, interactive-fiction

Comments? Tweet  

Weekly Links #254: game accessibility edition

27 January 2019 — No Time To Play

Hey, everyone. I had little to do this week but throw myself into work, for what little it's worth. And the first thing on my plate was to finally redo the homepages for Adventure Prompt and Ramus 2. Which took some thinking, but came out damn well, and enjoyed a warm reception. Now all that's left is to make download packages for both of them. Got many more ideas, but first the basics. And then there's my latest pet project, that I'm going to announce soon, either later today or else tomorrow. Spoiler: it's yet another scripting language.

In the way of news, this week we have in-depth coverage of the French Interactive Fiction Competition (in English, natch), via fiction-interactive.fr. It's fun to try and spot the unique flavor of the French school in a very well written analysis. In unrelated news, Gamasutra has a collection of quotes on accessibility from 2018. See also the extended news below, but one in particular struck a chord with me:

"If games didn't have subtitles, I wouldn't know English today, so yeah."

Many more are good though, so be sure to skim it.

As for extended commentary, there's a detailed review of Hyper Light Drifter, new regulation regarding accessibility in games, and a now-forgotten Star Wars MMO that once meant something. Details after the cut.

Read more...

Tags: indie, game-design, accessibility, mmo, rpg, interactive-fiction

Comments? Tweet