Off-Topic Board

For non Peragro Tempus related postings and discussion.

Common pitfalls in project development.

It seems to me a common thread running through Indie Projects is that they grab an engine that someone knows a little about, and begin with a lot of energy. Every problem with the engine is seen either as a feature, or an opportunity to recruit or develop coders that can work around it. Great progress is made. Then a settings culture is developed before they have a playable framework. Settings is specific, as such it can suck up an infinite amount of time while fragmenting any team. After a while even the biggest advocates seem to get bored with it.

separator

Just Shoot Me

<sueastside> someone shoot me <dfletcher> pewpewpew! <dfletcher> my laser gun ran out of batteries :( <sueastside> not with a stupid stormtrooper gun * dfletcher tosses some frag grenades. hot potato! <dfletcher> what's wrong? <sueastside> i'm up Mornings really do suck, eh? In stories and in sitcoms and on Pee-Wee's Playhouse they wake up fresh with perfectly combed hair and greet a bright new day full of endless possibilities \o/
separator

Saved by Azaghal

Today we were unfortunately assaulted by M$ developers who were so stunned by our amazing game that they offered to give us free developers to continue production. Unfortunately they stipulated we would be required to drop all Linux and OSX support. Tempted by the prospect of moving the project forward more rapidly, things were looking grim! Suddenly Azaghal jumped to the rescue and ripped the living heart out of the M$ negotiator thus thwarting all attempts to lock us into one OS.

Three cheers for Azaghal!

Syndicate content
 

User login