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  • #16
    Originally posted by Jose Sarmento View Post
    Plus - as one (not SW, but still) developer to another: how much more motivating is it to write code anew on a decent toolset, vs. debugging and "hammering" stuff into ages-old defunct-toolset code from the Aboriginal Dreamtime, where procs can walk like a wolf but talk like a man?
    It's very motivating but that's usually a trap: throwing away old code because is more fun to write new one. Netscape found out how costly this can be.
    We don't think ANB/Casual events enough to keep veteran players entertained. Also we have some interesting, fun features under development.

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    • #17
      Originally posted by Adrian (Developer) View Post

      It's very motivating but that's usually a trap: throwing away old code because is more fun to write new one. Netscape found out how costly this can be.
      We don't think ANB/Casual events enough to keep veteran players entertained. Also we have some interesting, fun features under development.
      As Nhat said, you'd have to restrict yourself very strictly from trying to "go beyond" the porting task you set out to. This happens in HW design also.

      It's true that ANB and Casual events aren't enough to keep veteran players entertained ad etern(i)um, but they suffice for quite some time, especially if complemented by peak trials being appealing to fight through even beyond the timer.

      ( shameless plug inserted as I had to try and obtain your buy-in on this linked topic... )

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