I have scrapped the development of “Parb’s Adventure” in favor of a new project where the player can instead create their own character. It will follow much of the same concept “Parb’s Adventure” was going to, but with a few minor changes.
First of all, the character can have its own name, as opposed to ye olden days where “Parb’s Adventure” forced the character to be named “Parb”.
Second, the stats have been changed around a bit. More information on this will be coming once I get my ass to work and actually start programming. For now, I am creating a documentation that will include the planning of the game’s development. I find actually planning ahead gives better results than just jumping to conclusions while programming: One of the issues with “Parb’s Adventure” was that it became a complete mess. There was no real organized code in it, making it hard to keep track of what I was doing. With the game somewhat planned on beforehand, it will be easier for me to code at least the basics such as character creation, enemies and world map. I plan the game to be somewhat like Dwarf Fortress in that it will have a pseudo-randomly generated world, but with a much simpler combat. I have no fucking idea how to program something as complex as Dwarf Fortress’ body part damage. For now, I think I’ll just stick with the simple numbers we see in game like World of Warcraft, RuneScape, et cetera.
Finally, the third change has to do with the programming itself. I was going to do something along the lines of polymorphism during “Parb’s Adventure”, but I simply see no point in utilizing this. If someone would tell me what the fuck the point of polymorphism is and why I should use it, that would be great. I’m fucking pissed at polymorphism, not to mention how unimpressed I am by it so far.
Anyway, what’s my new project called?