NOBLE APE MAILOUT - JULY 2004

NOBLE APE SIMULATION - OCELOT VERSION FOR WINDOWS
SUSPENDED LOG
BACK TRACKING FOR FUN

NOBLE APE SIMULATION - OCELOT VERSION FOR WINDOWS

Each month I write a draft of the Mailout about a week before the end of the month. Having completed this month's draft I received two emails on the same day about the Noble Ape Simulation. Developing Noble Warfare, the Simulation may seem like the poorer cousin.

The Ocelot beta of the Simulation has been available via source code for a number of months now, but it has never been hosted as an executable on the site. The emails related to making the executable available and improving the accessibility of the recent source code.

Now the beta executable is available is available for all;

http://www.nobleape.com/sim/

Although there are still bugs, through the extended development time attributed to Noble Warfare, a beta is better than nothing.

SUSPENDED LOG

This month's Noble Warfare development has been pretty intensive. So intensive, in fact, that I have suspended the Noble Ape Source Log for the period of development prior to the beta release. I am averaging about an hour and a half of development time per day which is reasonable and is moving the software along.

No Source Log does not mean there is less information about the development. As listed on the Noble Ape site;

my personal log,
http://www.barbalet.net/

these mailouts,
http://www.nobleape.com/mailout/

and, the Noble Warfare site,
http://www.noblewarfare.com/

provide information updates from most to least active respectively.

Although my personal log contains a wide variety of information, I am averaging about three Noble Warfare related sections per week. The development is central in my after-hours mind.

BACK TRACKING FOR FUN

Critical to a solo development is the ability to continue a emotion I would like to clumsily describe as 'fun adventure'. When a development becomes tedious, it effectively dies.

The recent development of Noble Warfare saw a transition from the original fluid game to a more structured, state-based gameplay. Ironically, following about three months of this development the game was slower and less fun than the earlier simpler implementation. Rather than dropping the three months of development on the floor, I selectively took the improvements and left the clumsy state-based code out of the development hybrid.

The realisation was that Noble Warfare had to maintain a sense of 'fun adventure' for me, first and foremost. The earlier version had that in abundance whilst the later version didn't.

So, as with the Noble Ape Simulation, the software development tree need not always follow up the highest limb at any given time.

Hope all is well with you all,

Tom Barbalet, 31 July 2004.


Noble Ape - Mailout Archive