All posts tagged with "the wonderful point in game dev where you forget that what you’ve been staring at for months is ugly and everyone reminds you"

December Technical Status Update: Santa Quag’garoth is Coming To Town

At a certain point, game development just comes down to iteration. You build a big pile of things, and then you iterate on them.  Then, you iterate on them some more… and then some more. Eventually, after enough iterations, you get a game, or the Standard Template Library (whichever comes first.)

One of the major driving forces behind said iteration is the fact that the game is now in the hands of Real People, in limited quantities. We have done five internal test releases so far – a bit slower than I am happy with; the first four test builds mainly focused on performance and getting things working somewhat better on people’s terrible hardware (see blog post from a couple of weeks ago); the fifth test build put combat, barbers, and phrenologists back in the game, as well as turning on More Useful Features (like mining.) So what we have right now is a game buried under a shameful selection of UI failures, which we are now trying to extricate ourselves from for Revision 6. This has mainly led to David learning how to use the Doctor Nicholas Vining Patent XML UI Syntax Guaranteed to Vivify The Spirit and Improve Marriage, which has led to this:

Secretly, I think we’re all just wishing for the good old days when he would send me large Excel spreadsheets of coordinates for Dredmor…

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