Well lots of people have been pestering me so here it is: The Draculator Source Code .
A few notes:
-yes, there are many instances of me not following best practices. I've tried to identify this in my comments
-comments are as comprehensive as possible, but PM me if you have any further questions
-In the interests of version control, if you feel compelled to upload your own director's cut please make this absolutely clear on the title page (i.e. Byte of the Draculator: Baron's Director's Cut) so that I'm not being asked to fix new bugs, etc.
I like this idea, but the timeline for idea contributions would have to be strictly controlled: one of the most frustrating things for me was the feature creep of the swarm project. Every time we were getting close to the finish line, someone would come up with something new. Yes, the game is better for these contributions, but it was very frustrating saying the game would be ready by such-and-such a time (and it would have been!), but then having to constantly postpone releases due to last-minute extras.
....just like the Roman senate voting dictatorial powers for a finite period!
Interesting discussion so far. I would be most interested to see how another swarm project could build on the lessons learned this time around. I'm WAAAAAY too burnt out at the moment to consider leading it myself, but I'd definitely be a contributor.
A few notes:
-yes, there are many instances of me not following best practices. I've tried to identify this in my comments
-comments are as comprehensive as possible, but PM me if you have any further questions
-In the interests of version control, if you feel compelled to upload your own director's cut please make this absolutely clear on the title page (i.e. Byte of the Draculator: Baron's Director's Cut) so that I'm not being asked to fix new bugs, etc.
Quote from: Snarky on Sun 06/11/2011 23:22:06
I would hope that being able to play the game earlier would also give more time for revising story and puzzles. I love a lot of the puzzle ideas (eXit! Carrot skin!) and the dialog writing, but I think the overall story and the composition of the puzzles could have been stronger if there'd been a better chance to change things after seeing how they played. Like I mentioned above, I don't think this is a matter of coming up with a better plot in the first place, but being able to get inspired by details that appear during development (graphics, music, animation, voice acting, coding), and thinking of ways to tie together those elements in new and other ways.
I like this idea, but the timeline for idea contributions would have to be strictly controlled: one of the most frustrating things for me was the feature creep of the swarm project. Every time we were getting close to the finish line, someone would come up with something new. Yes, the game is better for these contributions, but it was very frustrating saying the game would be ready by such-and-such a time (and it would have been!), but then having to constantly postpone releases due to last-minute extras.
Quote from: Ali on Tue 08/11/2011 00:06:51
I didn't mean to suggest that the swarm shouldn't come up with the ideas for the game, only that the contributions should be collected and edited by a story director. Again, this is what Baron did, but he could have been empowered by the swarm to make bolder editorial decisions to maintain stylistic consistency.
....just like the Roman senate voting dictatorial powers for a finite period!
Interesting discussion so far. I would be most interested to see how another swarm project could build on the lessons learned this time around. I'm WAAAAAY too burnt out at the moment to consider leading it myself, but I'd definitely be a contributor.