It is the sketch part of
“About Fallen” page. It would be edited, steamrolled and placed
there.
I plan to make this blog
real citadel of Fallen, until it would need personal site.
Don'd hesitate to point me
something or ask question. It would be really helpful!
History of Fallen the
Roguelike
Fallen was completely
different game or better say games during its development.
I want to write here short
story of this project.
Wish it would be
interesting for everyone, who like roguelikes, roguelike development.
Would be helpful to roguelike developer to avoid my mistakes and at
least, but not the last, would help me to put everything together.
So.
The development of the
project, that eventually morphed into Fallen had begun in very late
2008. Maybe 28-30 of November, maybe December. Frankly, it would be
better to say, that I have started it in early 2009. Also, it doesn't
mean, that it was in development for all this years. At least one
year, 2011, I didn't even touched it.
From the very beginning I
was the only developer of the game, full of plans and rather
inexperienced for the project of that size. Both in programming and
game design. I thought, that my previous vast experience of
“hand-made” ^_^ board and small
computer games would be more then enough.
Of course, I was wrong,
but I'll write about it.
First of all, the design
document wasn't a design document at all, it was mere “coll stuff”
list. Like, we would have golems, labyrinths, robots, lot of items,
materials, global map, realistic combat, poisons, factions,
bodyparts, wounds, pain, craft, wood, demons, nuclear war, fruit
trees and cookies.
The waves of
understanding.
Wave of team
I think, it the most
important one. That help me to
endure others.
I was doubtlessly lucky that GoodSir to join the
team. Feel of friend's shoulder, brainstorming, support, art,
teamwork etc.
As I
wrote for many time, without team, Fallen would be one of many “died
in defunct” roguelikes.
Wave of code
Programmist. You
need at least one skilled programmist for your roguelike, no
exceptions. Sounds rather obvious, isn't it?
Roguelikes looks
like really easy program, until you try to make one. There are lot of
cross linked data and you have to keep it running smoothly.
It could be you,
member of your team, you found, hired, enslaved or mesmerised. But
you need this person!
Reading McConnnell's
books when you already
have bulk of smelly Cobol-style code, could be rather painful. I knew
lot of projects, that died on this stage and,
it is really pity, would die.
Fall From Heaven the
Roguelike (old name of Fallen) gone the same way. Except I was
stubborn enough to revive it for many times.
I'll put myself
together, overcome terrifying shame and post my old code or “the
best” parts of it. Maybe, it would help you to avoid my mistakes.
I wish it to be so!
You can learn programming
or make roguelike, but not simultaneous.
Wave of game design
Writing a design document
after a couple of years of active development is cool tradition of
Russian gamedev (c).
My philosophy of
game design is that you can create the greatest algorhythms -- but
it's in vain if you don't have a REASON to have them.
For example, the
Roguelike "Fall From Heaven" had a couple of relatively
working versions. It had tons of features, lots of places to visit,
monsters to fight, neat pixel art, and etc. There's one thing wrong
with it, though -- it was unplayable. This overwhelming swamp of
features ended up being boring and useless.
I asked myself a
funny questions -- "Why is Fall From Heaven the Roguelike not
fun? My previous games were hella fun, but they had 1/100 of Fall
From Heaven's features!".
Answer beat me with
ugly stick. Lot of features doesn't mean fun. Useless feature would
take your work as any other, with one exception – it contributes
nothing to aspect of gameplay.
It was the moment, when I
armed with big rusty knife, started to cut feature, balancing and
reworking the remaining one.
But. Poor project
architecture stroke on this stage. It was so fragile and overburden,
so 80% of my efforts was put to keep program running with new
changes.
This can lead the project
to couple of ends.
First, the grave one –
the very end of the project. We have seen hundreds of them. To tell
the truth, I was close to it.
And the second, put
yourself together and move on, step by step:
The King has died, Hail to
the King
Old project collapsed at
the summer-autumn of 2013, under burden of its unsupportable code.
Yes, it was mostly technical fail.
I put my best to refactor
it, but.. well.. it didn't survived the operation. I took couple of
units, nice algorithms and started Fallen Rebirth at autumn-winter of
2013.
It was Paradigm changing
decision.
I was always saying:
Don't rewrite your project from scratch and did it myself one day.
Frankly, is there any
other way to progress? Learn rules and ideas your workspace has, form
the paradigms and them move them on!
Want to be creative
game-designer and invent something new? Learn existing rules at
first, play great games, write down cool ideas, analyse them, don't
hesitate to copy, study, be openminded and then be ready to move
forward.
Fallen Rebirth.
It is young, but looks
promising. It's design document has, maybe 1/50 of “wannabe
features” of demised project, but it isn't an overweight monster on
a death row.
It is already ten times
more playable, then old, full of features game.
The time will show the
results, but GoodSir and I will do everything that we can to make
Fallen to rise.