Ha! Vadim found build of old Fallen. Well. I think we made some progress since then.
Showing posts with label how to fail. Show all posts
Showing posts with label how to fail. Show all posts
Jul 7, 2015
Sep 1, 2014
How to fail a roguelike development (Guide from the Evil Wizard) #2
Hail to you!
It is me again, your best friend, the Evil Wizard!
I have second, very important advice for you:
never use any tools, algorithms or libraries!
There are a lot of them all over the Internet. Beware, the only purpose of their existence is to rob you! Steal your creativity progress.
Don't listen to weaklings, who say that using engines will save your time and will let you to start the gameplay itself.
Oh no, see through their intentions. They want to take a year of fun from you!
The only way to make roguelike is to write your own engine from scratch!
Because roguelike development is valuable itself and the final result isn't really important.
Your humble servant, the Evil Wizard.
It is me again, your best friend, the Evil Wizard!
I have second, very important advice for you:
never use any tools, algorithms or libraries!
There are a lot of them all over the Internet. Beware, the only purpose of their existence is to rob you! Steal your creativity progress.
Don't listen to weaklings, who say that using engines will save your time and will let you to start the gameplay itself.
Oh no, see through their intentions. They want to take a year of fun from you!
The only way to make roguelike is to write your own engine from scratch!
Because roguelike development is valuable itself and the final result isn't really important.
Your humble servant, the Evil Wizard.
Jul 21, 2014
How to fail a roguelike development (Guide from the Evil Wizard) #1
I
have read enough articles how to succeed in roguelike development, how to create
nice roguelike, but never heard about the dark side of the development.
The
receipt of failure.
Of
course, I don’t expect you to follow my «advises» and intentionally try to fail
your project!
No
and no! But maybe, just maybe, these articles could be helpful to my dear
readers, the fellow roguelike developers and players!
So,
my little boys and girls, you decide to fail a roguelike?
It requires
some effort and dedication, but with the counsel of Evil Me, you will succeed to
fail. Mu- ha-ha-ha.
Sorry..
My
first admonish: never ask yourself about the purpose of the features, just add
them!
You
want to create great roguelike of all ages and all us know, rogueliks are about
features.
A
lot of them!
Foodclock?
Never hurts! It served well in generations of the roguelikes! It would shine in
yours!
Poisons
and potions? Great stuff! Add them before you even planed your creatures.
Scrolls?
Every roguelike has scrolls, add scroll as first item ever!
And
so on..
I repeat
again, the question: «why do we need it?» is stupid and disastrous!
Never
question the features, simple add them to your game from the very beginning of
the development.
Keep
them coming and you’ll fail successfully!
Your
humble servant, the Evil Wizard.
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