Asset Reuse

By drakkos

Given that I have about ten years of development on Discworld under my belt, and given how that Epitaph and Discworld share (or shared, at least at one point) a common heritage, one of the things I have done on Epitaph is examining the work I did in previous years for Discworld. I take it…

Cues and Clues

By drakkos

Okay, I said last week that I was done talking about quests for a while. Then I realised I wasn’t, actually. The last thing I wanted to talk about (honestly this time) is how we clue people in on the existence of quests at all. That’s pretty important, because there are two significantly entrenched positions…

On Quests and World War Z

By drakkos

To round out this small series on quests in Epitaph, I’m going to address the key question that the topic raises in these modern times. Why write quests at all? I’ve been focused on adding quests as a major feature of Epitaph for a while now – not just a few throwaway puzzles, but a…

Crashy Crashy

By drakkos

We’re having some crashing problems (both on live and on Black Ops).  I just wanted to say – it’s been noticed and we’ll work it out. We can work it out. We can work it out-out. Drakkos.

The Quest for Choice

By drakkos

Today’s blog post is going to carry on from last week’s and flesh out a bit more about quest design on Epitaph. One of my favourite feature in games is when there are multiple paths to accomplishing the same task. Deus Ex: Human Revolution is something of a masterclass in this respect (leaving aside the…