No spoilers

So many games these days advertise they playtime as one of the main features. “Buy this game and you will not need any other games for 2000 hours!” And while this might be true, a lot of these games are based on repeating the stuff you did at the beginning of the game over and over again, maybe with a slight twist. And there is nothing wrong with that, it’s a valid game design choice, but I wish more games would bring the sense of being desperately lost in an unknown world, constantly finding stuff you did not even imagine could ever exist in a game. The games that do that, are one of my favorites: Minecraft, Terraria, Breath of the Wild, Hollow Knight. But sadly, after playing through those games once, I was never able to bring that feeling of discovery back…

Yes, of course, you can’t find everything the game has to offer on your own on your first playthrough. But the magic of just going somewhere and stumbling upon something is, sadly, gone. I remember my first time playing Terraria, I’ve discovered it around version on mobile, and we had the time of our life with my friend just messing around with the world. We joined random people’s worlds and were wondering, how did they get a painting of an NPC head (little did we know that NPCs could live in your houses). My English was very awkward back then, and whenever a message “Santa Claus would like to settle down” appeared in the chat, I always thought that it means I should go down into the cave I was just passing. And I can’t even start to describe the horror of mining my way into the jungle for the first time, being terrified of huge hornets, and after countless deaths finally coming back home with enough jungle spores to craft a cool looking boomerang.

The caves overall were so scary and mysterious. I found some weird statues and brought them home, placed them into my basement with some purple torches I found, and they looked insanely spooky. Back then I didn’t just make a hellevator (hole) straight to the underground, instead, I had a complex root through the caves I had to memorize.

Speaking of NPCs, since I didn’t know the exact in’s and out’s of their settling mechanic, I ended up constructing a huge hotel for them, in hopes that they will like the rooms and settle down. Looking back at it, it was more of a tower to the build limit, but at least each room had a flower pot. I even put down a sign saying “we have free rooms” to convince them to stay.

Not knowing what lays ahead is such a great resource in games, and so often these days we know exactly what to expect even before opening the game for the first time. Countless wiki’s, friends, social media – the spoilers are everywhere. But I think, that no matter what, the first time you play through the game is the time when you get the most fun and adventure out of it. So don’t rush your next game, take your time with it, don’t spoil the experience for others, and hopefully in a few years, you will look back at it with quite a few fond memories!

Word Garden – Ludum Dare 47 post mortem

Ludum Dare 37 was the first jam I’ve ever attended, and it was one of the major factors that helped me to finish my projects and move from making simple clones of other games to create my own ones. I really enjoy participating in it, and this time wasn’t an exception. But I have to admit, it came by when I was least expecting it. One day I’ve logged onto the Ludum dare website and saw the timer saying "3 days left". It was really bad timing for me. You see, for over 2 years I’ve been dreaming of going into Ludum Dare with my engine and language, and this time around I was almost done with it, but not completely. A few annoying segfaults still plagued both the engine and the language, and when the theme announcement woke me up, I sat in my dark room without an engine and any inspiration.

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Why I use markdown for my todo lists

In the world of productivity, one of the most important tools each person should have is a task manager. It’s a stretchable definition, you can track every single task in your life or just have a general idea of what projects you are working on, but no matter how you organize your tasks, you should have one. And here are a few reasons why:

  • It makes sure you won’t forget the task. Our brains have limited RAM available and by writing the task into long-term storage, we can free our precious RAM yet make sure, that we won’t forget to send the invoice.

  • It helps you to see everything you have to do from a bird-eye view and decide what is the most important stuff to do right now, and what you can get rid of.

  • I also find it very calming to write down all my tasks for the day, if I feel overwhelmed. Seeing it on paper makes it look like much less work, that my brain makes me believe it is.

And I’ve gone through so many task tracking tools! Everyone’s brain works a tiny bit different from the rest of us, and that means everyone has their very own preferred way of storing tasks. But I’ve stuck with two: trello & markdown files.

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How compilers and interpreters work & what’s the difference?

Whatever language you use these days, be it JavaScript or C, C# or Lua, all of your source files have eventually to go through a compiler. Some of the languages require you to compile the code just once to be run how many times you want, and some require you to ship your source code in order to compile and execute it at the client-side. It feels like, there could not be a more clear difference between the two, but where do you draw the line between interpreters and compilers?

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Burning Knight is out!

It has been a while, huh?

Umm, did I say something about writing more in the new year resolution? Wel… I think we both see how this turned out, oops. But yes, I’ve been extremely busy with Burning Knight, my indie game (that is out now, please buy a copy!)

So, I usually don’t go into many details on the development on social media, especially recently, but this is what this blog is for, even if no one is reading, this is like a time capsule to my future self. But if you are reading this, well, I’m glad I’m not shouting into the void.

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2019: the year of C#

Oh wow, it’s 31st already? Maaan, time flies by like crazy. So I guess, I don’t really have any more time to procrastinate this article, huh?

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Showcasing Burning Knight for the first time

Hi, Egor here.

So a few months ago, I got invited to a game conference in Moscow, called White Nights. I’ve never been to a gamecon before, so I got really excited and started preparing my game, Burning Knight, for the showcase section. At first, 1.5 months looked like a huge time frame to get the game ready, but it flew by so fast…

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Steam killed my traffic

Rip my traffic

Hi. I’m a fellow indie developer, who tries to put a word about his game out into the world. And before this September, Steam was by far the most influential platform for me. It allowed me to show my game to thousands of players…

But now it’s over. Steam killed my traffic.

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Burning Knight: the roadmap (part 2)

Hey guys, Egor here.

Remember that post from December 2018, where I talked about development plans for Burning Knight? Well, I was right about one thing for sure: the development did not go according to the plan… So let’s talk about this.

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Procgen in Burning Knight

Roguelikes are defined by two key things: perma death and procgen. Permadeath is super simple to implement, but that’s not the case with procgen. There are thousands of ways, how you can implement it, and today we are going to look underhood of the Burning Knight engine (it’s called Lens, btw), and see what type of monsters live there.

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