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Experimenting with architectures for video games inspired by tabletop games
I have been tinkering the last several months with a videogame prototype inspired by some of the tabletop roleplaying games that my boys and...
Similar to how my game The Endless Storm of Dagger Mountain explored PbtA mechanisms, I've wondered about the strengths and weaknesses of interpreting Forged in the Dark systems into a text-based videogame. In The Endless Storm of Dagger Mountain, which was written in Godot Engine, I managed the state and UI as in Yano's example, writing code like await adventure.show_text('It was a dark and stormy night...'). I have learned more about some aspects of Flutter and Dart, but I am also holding two paradoxical ideas in my head: Fred Brooks' observation that you should build a system to throw away because you're going to anyway, and the knowledge that the last 10% of a project takes another 90% of the effort.
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