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Month: March 2018

Four Unsuccessful Kickstarters

Four Unsuccessful Kickstarters

Welp, it’s once again been a while since my last post.  Sorry.  It’s just been a very busy month for me so far, and when I’ve got so much else to do there are two seemingly contradictory factors that get in the way of updating this blog.  One is that when I have so much work to do I kind of feel like I shouldn’t be messing around with games, even if it is for a greater purpose instead of just playing or creating games for their own sake.  Another is that although I generally enjoy creating games, when I’m doing it for the blog it kind of begins to take on some characteristics of work.  Though the former reason is probably the predominant one.

The issue is not that I don’t have enough to write about.  I’m still working on the Wander game (albeit not as actively as I’d like, due to the above reasons), and there’ll be more posts about that.  And while in my last post on Super Tony Land I wrote that I was unable to complete the levels I was working on because I couldn’t open them in the alpha version of the editor, it turns out that I can open them sometimes; it just takes a few tries; so I want to complete them after all despite the issues (and despite the fact that by now the Kickstarter is ended and I have early access to a newer version of the game).

(Speaking of which, at my Kickstarter backer level I get to help design a block for the game, and I haven’t replied to the backer survey yet because I haven’t decided what kind of block I want.  Got to figure that out sometime soon.)

But for today’s post, I’ve made two posts about successful Kickstarter projects for game creation systems, and I said at some point I was going to make a post about unsuccessful Kickstarters, so… I guess now’s as good a time as any.

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Where I’m Wandering

Where I’m Wandering

Well, dang.  It’s been over a week since my last post.  The thing is, I wanted to make another post about Wander, the text adventure system from 1974, since after all the focus of this blog was initially supposed to be on old game creation systems, and… I didn’t think I had anything to say about it.

As far as the game goes that I’m writing in Wander, well, I’ve basically got all the puzzles planned; I just have to finalize the map.  And I’ve got a good start on coding it—the initial rooms, anyway, and some bits I don’t need the map finalized for.  But I don’t really have anything I can easily show for it here on the blog.

I was also working on implementing an online version of the Wander interpreter in Javascript, and… well, that’s where things got bogged down a bit.  See, I figured that’s one thing I could post about here, when I got that done, and that’s something I’d want to have done before I finished the game anyway.  (Otherwise there’d be no easy way for anyone to play the game when I did finish it.)

The problem was, I was going about implementing the interpreter in just about the stupidest way possible.

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