Saturday, January 28, 2012

Finality's End

Until very recently, four years had passed since I had written code outside of work.  My last project--a game engine code-named Finality--did not pan out as I had hoped, and coming to terms with that was a very long and difficult process.  In terms of personal achievement, it had been a glittering success, but it lacked the power and flexibility it was intended to have.  Further, the most impressive trait of its flagship game--Mythic Falls--was that it existed and, for the most part, it worked.

This blog is meant to chronicle the progress of Finality's successor; however, before speaking too much about the new project, I feel it's necessary to review its long-dead predecessor.
The most significant problems plaguing Finality and Mythic Falls:
  • The project was rushed and lacked any significant planning.
  • Unique content was both low quality and low density.
  • Game content did not follow any identifiable plot.
  • Staffing decisions were based on emotion rather than ability to contribute.
  • Game mechanics suffered the worst of both worlds:
    • They were bland and systematic.
    • They were unpredictable and impossible to manage.
  • The code was a technical nightmare:
    • Written in an ancient and inefficient language.
    • Written to work in ways it was not meant to work.
    • Written by a developer who did not understand the above.
  • Community complaints, requests, and suggestions were almost completely ignored.
Its most notable strengths:
  • Point-and-click content development UI made it easy to create new content.
  • Most objects did not contain hard-coded data, making it easy to create new races, etc.
May these hard-learned lessons serve as a long-overdue eulogy to project Finality / Mythic Falls.
Rest easy, old friend.

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