I've just released a new version of gzochi
, my online game development framework. You should go get it! This release features resolves the most disruptive bugs from the first release and adds a bunch of cool new things like an interactive remote debugger, support for Berkeley DB
, and new concurrent vector and hash table implementations. I think this is the point at which I'm going to start more actively dog-fooding with it, especially given that the Liberated Pixel Cup
and the OpenGameArt
folks have done such a great job of eliciting content from talented pixel artists.
One thing I'd known but hadn't really internalized: Example code takes forever
to write. I added a new example game in gzochi 0.2, a scaled-down, Scheme-based port of the original AberMUD
with an Ncurses client in C, and it took me weeks and weeks to get the structure of the code into a comprehensible, reasonably factored state and write all the code comments. Obviousy, there's tremendous benefit in having clear, well-annotated example code -- it's often the first thing people look at when they download your project -- so I think it's probably okay that it took me so long. But considering how quickly I did the rest of the work for the release, I think this might be the last example I add for a while.