Blog 639: Original Sin

Ahh, the darling of Kickstarter. I didn’t back Divinity: Original Sin, because while I’ve enjoyed many previous Divinity titles I’m also extremely risk-averse and scared of new approaches to life.

I mean, what if they made a game I didn’t like? Or worse: what if it would have been my input that made it bad? Artists, I think, are best left to their own devices, and as a consumer I feel better making an informed purchase (or not) of a finished work. Crowd-funding might be an excellent way to gather cash up-front for things that seem too risky to a giant publisher (even though there is actually a huge audience hiding under the quilt), but I’m not sure that crowds are entirely trustworthy in some other matters.

Either way, the game got funded and got made without my intervention. Did the crowd impart its wisdom or did Larian make a belter despite its howling? Does the presence or absence of crowd intervention even matter?

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Blog 629: Making Sense of Cellular Automata

We’ve been through the cellular automata algorithm before. I said some things back then that were mostly theory — things I’ve now been able to test in the wild.

So how does one take a grid of noise and turn it into a functional RPG? Well, lucky for you, I’m getting close…

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Blog 624: Dragon Commander

Ah yes, now we’re bringing out the big guns. I fell in love with Divinity II a couple years ago now; all the wit and charm of the earlier Divinity titles packed into a properly sumptuous 3D hack ‘n’ slash RPG adventure.

It was, then, with some disappointment that I realised Dragon Commander was to be too demanding for poor old Daedalus. That old “minimum 4GB RAM” chestnut again.

Now, though… My body is ready.

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Blog 617: Post Mortem: Project Y4

Considering I’m now making a real game for real, maybe now is a good time to go back to my roots and examine what went right… and what went wrong… with my previous development efforts: my Warcraft III maps.

Today: my swansong, RDZ Industries: Project Y4

Wow, I managed to do this one without spoilers, too. Check me out.

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Blog 615: Post Mortem: This Wreckage

Considering I’m now making a real game for real, maybe now is a good time to go back to my roots and examine what went right… and what went wrong… with my previous development efforts: my Warcraft III maps.

Today: the big one, This Wreckage

You know, I actually managed to do this one without any spoilers. Maybe there are a couple in the screenshots.

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