By way of a John Carmack blog post, I am reminded again of some pithy words by Joel Spolsky which people working on the pyAngband project would well take heed of...
As for the lack of blogging, I am in the full force of a terrifying Team Fortress 2 addiction. All my spare time and money is currently being spent acquiring name tags for items to prove how unrelentingly clever I am. Think of it as a 40 character twitter for the first person shooter.
A more regular service should hopefully resume at some point.
Sunday, 31 October 2010
Thrown away
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5 comments:
I must say I'm a bit dubious of the Pyband project.
I wondered if it would have been better for them to start with an extremely minimal Python script, invoking the existing C code. Then progressively shift more and more of the logic from C into Python. At all times having a functional Angband game.
--Antoine--
@Antoine:
If that was how it was done, the PyAngband code would have none of the benefits of object-orientedness and Python, and would therefore be quite pointless.
On the other hand, it would exist.
A.
A: Love your work.
Well, I shouldn't be so snarky, I am sure the PyAngband guys know what they are doing and are better coders than me by far.
I do have a cynical suspicion that in the course of the work, the team will see several things that can be "improved". Then at the end of the job, they will have a game with different gameplay to Vanilla Angband. At this point it is no longer a true "PyAngband", just another roguelike written in Python.
But hey, it's easy for me to sit on the sidelines and carp...
A.
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