One back week in Berlin. Primary Mission: Find an apartment for two months is a bust so far. I was touring one apartment earlier today, decided to take it, only to find out from the landlord that he'd already rented it out since we'd last spoken. This is par for the course.
The Project I'm stopping for is coming along,

Insert one lightly staged picture of the code alongside the game's placeholder art (lifted from Rome Reborn) such as it looks during early development.
As it stands, the game can support multiple people logging in and giving their orders. It has a turn processor that churns through all those orders and makes something that bears some slight resemblance to a story for the players to read the next time they log on, so they can see how their agents bumbled into each other as they ran around Rome doing assorted nasty deeds.
So the framework is there. Next it has to take the leap from "you can play it" to "it's fun to play." This is the moment I have to sit back and take a long look at my theories about what's going to make this game fun, and build it up from the barely strung together bones of a game that are there now into something with depth and intuitive simplicity. Terrifying isn't the right word for this moment. How could writing a game ever be terrifying?
The Project I'm stopping for is coming along,

Insert one lightly staged picture of the code alongside the game's placeholder art (lifted from Rome Reborn) such as it looks during early development.
As it stands, the game can support multiple people logging in and giving their orders. It has a turn processor that churns through all those orders and makes something that bears some slight resemblance to a story for the players to read the next time they log on, so they can see how their agents bumbled into each other as they ran around Rome doing assorted nasty deeds.
So the framework is there. Next it has to take the leap from "you can play it" to "it's fun to play." This is the moment I have to sit back and take a long look at my theories about what's going to make this game fun, and build it up from the barely strung together bones of a game that are there now into something with depth and intuitive simplicity. Terrifying isn't the right word for this moment. How could writing a game ever be terrifying?
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I might even have creative ideas to add
And I even speak "IT-nerd"