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MaskedRetriever edited this page Oct 22, 2012 · 1 revision

Two main ideas: First, it should be possible to code everything to do as much crazy stuff as possible, and second, it should be possible to moosh everything around with a minimum of housekeeping.

These ideas are naturally in opposition to each other, but Python is almost uniquely suited to serving the first goal without actively requiring sacrifices to the second. For example, you can build configuration files and even special behaviors into your resources directory, which can then be copied, perhaps even piecemeal, into another game. And if you need to break that modularity, your main.py file can always stick its arm down the class structure and tweak variables.

As I build demo games, of course, I'll be trying to establish a "reference implementation" for all sorts of basic behaviors, but thanks to Python and the fact that this won't be compiled code, my reference implementation will never be the only way to do something. And designers who pay a little attention to the underlying structure can choose to make it easier to yank out parts of their game and re-use them.

Basically, I would define a total success of the project as having a dozen or so niche titles made by different artists, with most of them including snippets of each other, and at least one that's a crazy mashup of nearly all of them that is barely playable and chock-full of in-jokes.

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