Clunky is fine for a prototype
The first mission in Space Game was hand-wired and bespoke. That’s fine for proving an idea, but a real game needs a system, so I turned the mechanic into one and built the tooling to go with it.
Behind the scenes on Space Game: progress, prototypes, and happy accidents.
I build in the open. Here’s what I’m working on, what broke, and what I learned along the way.
The first mission in Space Game was hand-wired and bespoke. That’s fine for proving an idea, but a real game needs a system, so I turned the mechanic into one and built the tooling to go with it.
I borrowed Semantic Versioning and moved one rule: the minor number now belongs to gameplay, which is why a new feature can land in a point release.
The honest history of one small idea that refused to die, dragged through four engines and twenty years before it finally found one that could hold it.
Every game starts as a blank screen. Mine starts with a very old idea about spaceships, asteroids, and what happens when pulling the trigger costs you something.