{"id":172,"date":"2008-06-10T22:23:04","date_gmt":"2008-06-10T12:23:04","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=172"},"modified":"2008-06-11T16:47:56","modified_gmt":"2008-06-11T06:47:56","slug":"mmorpg-tycoon-post-mortem-sorta","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2008\/06\/10\/mmorpg-tycoon-post-mortem-sorta\/","title":{"rendered":"MMORPG Tycoon post-mortem. Sorta."},"content":{"rendered":"

So it’s been about a week since I released MMORPG Tycoon for the TIGSource procedural generation competition<\/a>, so it’s probably about time I wrote about what went right and wrong.<\/p>\n

But all the same, I don’t feel right calling this a “Post-Mortem”, as I’m not actually finished with MMORPG Tycoon.\u00a0 In fact, I’m taking a break from coding on it right now.\u00a0 But I’d like to talk a little about where I think it is right now, and where I see development going.<\/p>\n

What went right:<\/strong><\/p>\n