Delayed Gratification

By drakkos

One thing I’m having to slowly train myself into doing these days is delaying my gratification. One thing I love about indie, completely free game development is that there’s no business case needed to justify anything I do. At no point do I have to cost out features, or focus test, or worry about manufacturing…

Back from EICS2013

By drakkos

A quick, mid-week post to say that I am now back from #EICS2013. It was a good conference, going by my informal metric of Did I Make A Complete Arse Of Myself[1]. I got a fair few compliments on my presentation, and controlling for politeness[2] I think it went pretty well. For those who may…

Come play with me

By drakkos

I’m off to the Engineering Interactive Computing Systems 2013 conference on Sunday where I’m giving a talk on some of my research. The paper will alas be hidden behind a pay wall on the ACM’s digital library, but it has the meaty title of ‘The ACCESS Framework: A Technical Framework for Adaptive Accessibility Support’ if…

The Cost of Perfection

By drakkos

Shit, another week gone already. Argh. So, this week saw another pass taken over our quests, primarily this time to increase the narrative payload of completing them. I’ve spoken before about some of the ways in which our quests differ from other MUDs, mainly in terms of the ‘meta data’ that goes around them. Our…

Patch me in

By drakkos

Sometimes I feel now like I’m strapped to an asteroid, hurtling towards a target with the word ‘Release Date’ written on it in blood by the hand of an angry God. Every week needs to show real progress towards the end goal – we’re accomplishing that, but still – argh. With 1.0 less than two…

Questioning Quests

By drakkos

Quests, quests, quests. When I close my eyes at night, all I can see are the quests. I don’t even see the code any more. All I see is blonde, brunette, red-head… Apologies for missing last week’s blog posting – the time drained away over the weekend largely as a result of the process I’m…