Brandon's Blog

1/12/2010

We Are Implementing Quickly That Good Night

I am very proud of the Sigma progress so far.  I hadn’t really gotten into Meta’s combat code in detail until I started my work, but it’s really cool to see it come together.  I have confirmed that the project would have died in my hands had there not been someone with the stones to rough something in and see what happens.  What happened is good, and we’re starting to carry the ball to the endzone in terms of core functionality.

On a flippant note, my update features the all-time ultimate stub code:

def handle_death(self):
    pass

Death is a pretty important aspect of the game.  Not in the Unreal Tournament dopamine-releasing sort of way, but death assigns experience and defines achievement.  It’s the next addition and will be a big deal.  Like, near-playable demo kind of big deal.

The circa-2000 MUD work has unfortunately been lost, so our design work will have to begin anew.  I would assume our young adult perspective would modify our writing and outlook a bit compared to our sophomoric perspective (literally, we were high school sophomores!).

I feel remiss for not releasing a designer program, as we would love people’s help designing, and it’s really no sweat… I promise.  Sigma was designed to be easier to design for than the other stuff we’ve worked with, and I think this goal is achieved.  This is more an exercise in paragraph writing than programming wizardry.  More on this to follow.  Even if I don’t effect a designer program soon, the work can be done easily with a text editor and an example template.

I personally think that everyone who reads this blog regularly should eventually design at least one area.  But that’s just me.  Think of it as an ol’ time barn raisin’.

Now that I’m off the Sigma codebase, I’m actually taking a chance to work on a top secret project, which might be workable sometime soon.  I’ve purchased a domain for it, so it’s kind of a big deal.