Hello World (aka Don't Panic II, Electric Bugaloo)
Posted: Fri Sep 30, 2011 7:34 pm
Good evening!
So, you probably heard Ryme was looking for someone to handle Twilight Heroes' day-to-day development and maintenance. You may already know that we've been talking, but we just got to the point we're confident it'll be me.
I'll spend the rest of the post doing my best psion impression, but if I miss any questions, toss them into the thread and I'll get them answered for you.
Who are you?
I'm Kinak (or Landon Winkler, if you prefer outside names). I'm the developer for Metroplexity, which runs off of a lot of the same technology as Twilight Heroes and also borrows many mechanics from Kingdom of Loathing.
Other than that, my hobbies are game design, coding, and GMing tabletop RPGs. That's really kind of it. I'm a huge dork like that.
What's happening to Ryme?
Ryme'll still be around doing development and, early on in particular, helping me find my way around the code. He'll be developing cool content when he's inspired and I'll be doing as much of that as I can between fixing stuff.
Honestly, aside from someone else handling your bug reports and the donations/servers, you shouldn't see much change except for more content coming through. Which, I think we can all agree, is an awesome thing.
Where are you?
I'm in Columbus, Ohio. So, if anyone's in the area, we should meet up at some point.
When is it happening?
We're planning to switch November 1st. Obviously, you know how schedules can be, but that's the plan.
Why are you doing this?
I'm not sure you were wondering this, but I think it's a pretty important question. I've been playing Twilight Heroes for quite a while (although not under this name) and really like the game. It has a lot of mechanics that I'm really looking forward to playing with, a solid team, and a tone I want to write in more but doesn't fit in Metroplexity at all.
Really, I don't want to see Twilight Heroes languish, I have the skillset, and I'll have a lot of fun working on it. So, it's kind of a win/win/win for me.
This is probably my chance to make it really clear that Twilight Heroes will stay Twilight Heroes and not become Metroplexity 2. If I have an idea that fits into Metroplexity, it'll just go into Metroplexity. If anything, I'd expect the games to diverge a bit as I focus time on what makes each game unique.
How can you develop two games?
I can't speak for anyone else, but my biggest road block to getting stuff done is overload on a particular project. So I can power through two or three days of one project, but then I need to work on something else for a while. Now it's just that less of that time is wasted.
Another factor is just making changes to the code side to make it easier to add content (allowing more "spindling," in KoL parlance). That'll take a lot of time up front, but will help Ryme and Cristiona and I roll out new stuff easier.
I'm not going to promise I can turn on the content firehose, although that would be cool. I do honestly think I'll be able to look back in six months or a year and say "wow, we released a lot of cool content." But, as they say, the proof is in the pudding. I hope I don't disappoint.
Cheers!
Kinak
So, you probably heard Ryme was looking for someone to handle Twilight Heroes' day-to-day development and maintenance. You may already know that we've been talking, but we just got to the point we're confident it'll be me.
I'll spend the rest of the post doing my best psion impression, but if I miss any questions, toss them into the thread and I'll get them answered for you.
Who are you?
I'm Kinak (or Landon Winkler, if you prefer outside names). I'm the developer for Metroplexity, which runs off of a lot of the same technology as Twilight Heroes and also borrows many mechanics from Kingdom of Loathing.
Other than that, my hobbies are game design, coding, and GMing tabletop RPGs. That's really kind of it. I'm a huge dork like that.
What's happening to Ryme?
Ryme'll still be around doing development and, early on in particular, helping me find my way around the code. He'll be developing cool content when he's inspired and I'll be doing as much of that as I can between fixing stuff.
Honestly, aside from someone else handling your bug reports and the donations/servers, you shouldn't see much change except for more content coming through. Which, I think we can all agree, is an awesome thing.
Where are you?
I'm in Columbus, Ohio. So, if anyone's in the area, we should meet up at some point.
When is it happening?
We're planning to switch November 1st. Obviously, you know how schedules can be, but that's the plan.
Why are you doing this?
I'm not sure you were wondering this, but I think it's a pretty important question. I've been playing Twilight Heroes for quite a while (although not under this name) and really like the game. It has a lot of mechanics that I'm really looking forward to playing with, a solid team, and a tone I want to write in more but doesn't fit in Metroplexity at all.
Really, I don't want to see Twilight Heroes languish, I have the skillset, and I'll have a lot of fun working on it. So, it's kind of a win/win/win for me.
This is probably my chance to make it really clear that Twilight Heroes will stay Twilight Heroes and not become Metroplexity 2. If I have an idea that fits into Metroplexity, it'll just go into Metroplexity. If anything, I'd expect the games to diverge a bit as I focus time on what makes each game unique.
How can you develop two games?
I can't speak for anyone else, but my biggest road block to getting stuff done is overload on a particular project. So I can power through two or three days of one project, but then I need to work on something else for a while. Now it's just that less of that time is wasted.
Another factor is just making changes to the code side to make it easier to add content (allowing more "spindling," in KoL parlance). That'll take a lot of time up front, but will help Ryme and Cristiona and I roll out new stuff easier.
I'm not going to promise I can turn on the content firehose, although that would be cool. I do honestly think I'll be able to look back in six months or a year and say "wow, we released a lot of cool content." But, as they say, the proof is in the pudding. I hope I don't disappoint.
Cheers!
Kinak