Rebuilding WizFight Part II: Rethinking Gameplay
At long last, I am gearing up to begin rebuilding WizFight. As part of my move to rebuild WizFight, I have been rethinking the game’s core gameplay. At the time that I had made the first WizFight, I had set…
New Name, Same Plucky Porcupine
As of today, I am moving all of my projects to the “Plucky Porcupine Productions” banner. I had originally intended for this to be exclusive to non-gamedev-related projects, but it makes more sense to just keep everything under the same…
raylib-mosaic
I know that I had previously said that I wanted to explore non-imperative, non-OO options for gamedev, but, in the time since then, I’ve explored several functional languages—and greatly enjoyed writing toy programs in impure functional languages like Scheme; thinking…
Rebuilding WizFight Part I: Powers and Modding
In the years since I left game development to pursue a career in games journalism, one thing that I have regularly thought about is how I could have made WizFight better. What started as a simple, side-scrolling, single-screen arena shooter…
An Outline for Interactions with Characters
Quite a few of the smaller details have yet to be decided, but one thing is clear: I want interactions with characters in AristocracyMUD to be dynamic. I want them to have the emotional depth that brings them the gravity…
Introducing AristocracyMUD
AristocracyMUD is a new long-term project of mine. I’ve wanted to both build a world and explore what new kinds of gameplay could be developed for a MUD for some time now. AristocracyMUD is how I intend to do both.…