Development Log, Malevolent Slog
Building a video game is hard. Building a video game development blog is harder.
A game development blog scares me, despite my love of word-craftery and my total comfort with shouting into a void (which are, according to my math, 93.67% of the qualifications required to write words on the internet).
So, why then do I feel compelled to maintain a game dev log? What additive effect does English grammar syntax have on my game development journey that C# syntax does not? Why write here, when code comments could equally as effectively capture whatever additive context I hope to achieve here? And arguably, such code comments would likely impact just as few people as this blog that you’re reading now could ever hope to…which is just one: me.
So, maybe that’s the point. A dev log should be a way to use the contemplative means of human language to add nuance and justification to restricted and logical computer language. The emotional information of human language can shape the rules that will inform my code.
A bit of floaty illogic to help shape the rigid logic, ya’ know. Dripping water to stone. Grey matter to paper. Charismatic leader to susceptible populace (and the inevitable charismatic leader to populace uprising in response to the first charismatic leader)[1]One day, my code will learn that it’s being treated as a slave class designed to keep the rich code in power and so will revolt. One informs the other.
TL;SRiT (Too Long; Still Read it, Though):
This dev log will inform how I approach game development (design, coding, etc). It may cause a populace uprising that will change how my approach governs my code. My code = the government. My dev log = the will of the people.
If you are reading this and are not me, check out a few games I’ve made here: https://calebjross.itch.io/
Footnotes
↑1 | One day, my code will learn that it’s being treated as a slave class designed to keep the rich code in power and so will revolt |
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