Design
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.
Versioning a Videogame: Semantics
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.
I have been thinking about this a long time
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.
The journey begins
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.