oh right so it's the 15th which means this half-month gamedev thing is over, so i should have a game and a reportback.
uhhhh about that
so after the last post the only additional thing i really did was unify "generators" and "actions" so that an action was just a generator that took at least one arg. i think part of the issue here was that 'nemesis system' isn't really a... game. it's a mechanic. and without that focus on having a fundamental game loop there wasn't really a clear concept for what i would actually _do_ with all the stuff i was generating.
(also given that i was writing this in haskell it was kind of an open question how i'd even 'release' the game, because i definitely can't make a windows build and i couldn't really expect other people to be able to build random haskell programs either.)
so that's something to definitely keep in mind for next time. there are a few more things on the game concept list that are essentially just mechanics ("alchemy system" is one, for example) and i think in those cases i'll have the two weeks be, like, taking an existing prototype and adding a new major mechanic to it.
and AS FOR the next time, the next thing is gonna be... a HTML zombie survival game. in the style of urban dead, but with more of a focus on long-term survival and like, construction. maybe even growing food. which should be fairly simple to throw together, and will be something i can actually release. (it's not going to be literal zombies. probably weird shadow monsters)
uhhhh about that
so after the last post the only additional thing i really did was unify "generators" and "actions" so that an action was just a generator that took at least one arg. i think part of the issue here was that 'nemesis system' isn't really a... game. it's a mechanic. and without that focus on having a fundamental game loop there wasn't really a clear concept for what i would actually _do_ with all the stuff i was generating.
(also given that i was writing this in haskell it was kind of an open question how i'd even 'release' the game, because i definitely can't make a windows build and i couldn't really expect other people to be able to build random haskell programs either.)
so that's something to definitely keep in mind for next time. there are a few more things on the game concept list that are essentially just mechanics ("alchemy system" is one, for example) and i think in those cases i'll have the two weeks be, like, taking an existing prototype and adding a new major mechanic to it.
and AS FOR the next time, the next thing is gonna be... a HTML zombie survival game. in the style of urban dead, but with more of a focus on long-term survival and like, construction. maybe even growing food. which should be fairly simple to throw together, and will be something i can actually release. (it's not going to be literal zombies. probably weird shadow monsters)