I just redid the character information panel again. I had to re-arrange all the info boxes then type out the size and position of every single textbox and tooltip hotspot. It was awful. Now Nicholas gets to update the code to my specifications, the poor bastard.
Dungeons of Dredmor, as some sort of RPG, and god-help-us, as a roguelikeish game, lends itself to a maddening excess of features, ideas, items, skills, spells, potions, special abilities, factions?, unique rooms, artifacts, vengeful gods, and and.. and … Well, one of the most important points of successful game development is knowing when to cut; no, being able to cut features so that the project can ever be completed.
We have done this. No, really! A bit, at least.
At least you’ve survived with piles upon piles of unique items, silly skills, and an upcoming hellishly complex crafting system, dear hero!
Take a feature and consider the code it will take to implement, then the assets it will require to look any good. Then the UI design, assets, and iteration it will take for this feature to be comprehensible and intuitive to use. Then consider how it must be tested, how it must be roughly balanced with every other feature in the game, how it must be polished. The total work which results is rather more than the mere sum of these parts.
And yet here we go, right now discussing strategies for the implementation of a completely mad crafting system.
It is a masochistic, ecstatic, infectious creativity, a fey mood, which takes us. We do it not because it’s ever a good idea but because we must.
It is the Gaslamp Way.