Team Murder No Brain No Headache.


Forty Hours To Rewrite The World

I haven't been working on the zombie game for the past couple of weeks. Being unable to hack on it during work hours has significantly reduced both the time I can spend on it and my enthusiasm for the tangled jungle of web/game development. People have (thank you, thank you, thank you) graciously volunteered to help out and this will happen at some point in the future when the actual code is less messy and does what it is supposed to do in most cases. Meaningless details of another of my go nowhere projects aside, if you've ever tried to jump head first into game programming by busting out huge chunks of code over an extended weekend or something then you will empathize with How To Build a Game In A Week From Scratch With No Budget.

This is one of the better ideas for recording the development process that I've seen lately. More people need to keep detailed notes of their development process because its (and this really shows my geek colors here) fascinating reading and because others need to know that the horrible, horrible process of trying to get a complex system working is pretty much awful for everyone who attempts it. I don't have to deal with the insanity of deadlines so some of the last minute feature cutting stuff is less familiar to me than the agonizing over design decisions, etc. I challenge you to read the article and resist the urge afterwards to fire up the coffee pot and start prototyping monsters. I'm going to have to take a closer look at PyGame in the not so distant future.

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