A Long-Awaited Post-Mortem

First, I would like to say that I’m not entirely happy with Lord’s state.  It has a lot of things wrong with it that are immediately visible to anyone who plays it;  the pacing is the biggest offender here, I think I totally failed to convey the feeling that I was striving for.  But that’s…

Lord, first playable

Just thought I’d mention that I’ve just hit the “first playable” version of Lord, the increasingly incorrectly named “Game in a Week” that I’ve been working on in my spare hours for the past two or three months. Ordinarily in a “Game in a Week”, I reach “first playable” somewhere between day five and day…

Lord status update – updated

This is just going to be a very quick update.  It’s been by far my longest “Game in a Week” (currently at a duration of 30 days.  Not that I’m keeping count or anything.) I finally feel like I’m in the home stretch of development.  There’s about six hours remaining in the day, and I…

Where we’re at

Missed the three-week mark, too.  Part of this was that I had to fix yet another core rendering problem which was causing 3D geometry to draw incorrectly, particularly in widescreen views.  I also had yet another 3D picking bug to sort out, which took far too much time to crack (For the programmers out there,…