Developers' Diary

Crawling

Hi.

From the very beginning, Jules and I have disparaged the kind of internet projects that start with some grandiose but vague vision of a finished product, but almost no sense of organization or determination to get the project done. We vowed to see the project through to completion, and we trusted each other to keep that vow because we both felt the same overwhelming motivation to make the game exist.

Our strength is our mutual inspiration: we cause each other to cause each other to work harder. Our weakness is our interdependence: when one of us is removed from the project by the vulgarity of real life, the other’s source of motivation disappears.

Situations are smoothing out somewhat, and work is being done on SL again. Today I built in a function that lets us set the scrolling velocity universally, so that with one command the entire scene can speed up, slow down, or shift to a different direction. This will be nice for cave scenes and crazy high-speed chases in outer space.

Thank you for your support.

3 responses to 'Crawling'.

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  1. 1 Pete
    Posted on May 28th, 2005 at 17:18. About 'Crawling'.

    Defender-like sections please!

  2. 2 Lawrence
    Posted on May 29th, 2005 at 7:08. About 'Crawling'.

    cool, good to hear the project is back on track.

  3. 3 nano
    Posted on June 4th, 2005 at 7:43. About 'Crawling'.

    The “vague and grandiose” game projects you mention happen all too often on the internet, and very few of them get far. My experience in hobby game programming projects is that even with good programmers on board, often the whole team doesn’t understand the cooperative work required and with no central vision the projects gets nowhere. That’s why I think what you guys have here is remarkable; you’ve given the comittment necessary over several months to get your game close to reality, while probably 9/10 hobbyist game projects don’t even reach a primitive test demo. It would be great if you posted more screenshots as soon as you have more progress.