Loss Aversion and the Negative LOC Count

By drakkos

A few weeks ago I wrote about the size of Epitaph and how we’ve surpassed the million lines of code point[1]. That’s a thing that I’m rather proud of, even if it’s not all down to the hard work of those of us working here[2]. However, I also wanted to talk about the importance of…

MXP and the Inertia of Complacency

By drakkos

A couple of weeks ago I made a throwaway remark in a blog entry[1] that I was considering making MXP mandatory for play on Epitaph.  That provoked a discussion on our creator channel, and I thought I’d write a bit about what I’m thinking in that general direction.   Text is a beautiful medium to…

Epitaph and the Scottish cringe

By drakkos

When a game is set in the ‘real world’, you have to make a lot of choices about how freely you’re going to incorporate certain things. I’ve written a bit in the past about issues of sexism, racism and sexual violence[1] and how those decisions weigh on me a little – but they represent a…

Epitaph Aesthetics

By drakkos

At the moment there are a number of things that are occupying me with regards to Epitaph. Playing is taking up a reasonable chunk of my available allowance of my free time[1], and fixing the issues that get raised as a result of that playing takes up much of the rest. The most productive I…

The Big Beast

By drakkos

We got mentioned a little over at the blog of a new development project called Enclave[1]. For the purposes of full disclosure, I should point out that the person who wrote the blog is actually one of the people in the Cemetery domain here, so someone who is already very familiar with what we’re doing.…