ID:28262
 
Okay, so, every couple of months I run down to a tiny little town in Kansas where nobody can reach me, in order to "decompress." Those who know me best know how important stress-management techniques like this can be... not for me, of course, but for the safety of the world at large.

And during my last trip, I happened to make a passing reference (to Sonya, my sometimes-collaborator) to BYOND and my projects past, which she surprised me by being very interested in.

And as I told her about one of those projects in particular... and highlighted all the problems and obstacles I'd faced in bringing it to life... I found myself thinking of ways around those obstacles and better ways of solving the problems.

So though at first I was mostly just shooting the breeze, by the time the weekend was over (which was, like, four days later, as a proper weekend should be), I found I'd been bitten very badly by the muse of game design.

I tried to ameliorate the effects by checking out Spuz... er, JT's progress on Newtopia, but that just brought the old familiar feeling back on even stronger.

So yesterday I started coding, building on the framework of ideas that I constructed over the course of hours-long conversations with Sonya.

Here's some pictures of the early results:



The new Ol' Quarry.



Some sort of zigguraty looking thing.



Neolithic swimming pool?



You can forget virtually everything that I said about the previous graphical remake, and of course, the ultra-aborted text version (killed by godless communist physicians in the negative seventeenth trimester!)

This, despite some small enhancements visible in the above screenies, is Old School Hedgerow Hall. Everything about it's better than the original in every way, but it's also way closer to my own vision than even the most recently hosted playable version was.

When will it be playable? This time around, I'm doing a doggedly systematic (at least for me) development process.

This weekend I got the movement systems in, as well as what world framework was necessary to support them, and have started the resource gathering system. Next weekend I'm going to tackle that in earnest (I can't do this during the week... I'm still writing), and hopefully the following weekend I can get crafting. After that, I suppose combat will come, and then magic, and then the rest of the world framework (seasons, weather, etc.) Character generation and burrows will probably come last.

If every week, I find a weekend's worth of time to devote to it, I'd say two months. However, that's an estimate, not a deadline, guarantee, or promise. Ignore that at your own peril, if you want to play. :P

To answer the obvious question: pre-existing lifetime subscriptions will still be good for burrow priveliges. As I said at the time, they're for the lifetime of the game... so if the game comes back to life, it brings the subscriptions with it.

Non-subscribers will be able to earn burrows in-game, though they will be quite a bit, uh, cozier at first.
Oh, neat!

I'm actually just finishing up that email...
:) Great news.
Wow... out of the wild blue comes something totally unexpected and entirely welcome.

Looking forward to whatever good tidings this brings.
Cool... I was hoping you wouldn't take this revival as a judgement on your project, or otherwise feel discouraged from continuing it. Newtopia does look nifty, and at this point I think it's safe to say that they'll be different enough games as to not render each other irrelevant.

(In fact, the fact that you're making a more detailed/realistic game with potentially lethal combat and a more literal environment was one of the factors in my decision... now if people ask for that stuff, I can point them at you.)
My biggest goal in the Newtopia project is to be there for the first time that an orca pounces on someone on the shore and drags them into the water for some good eatin'.
Uh... yeah.

Like I said, very different games.

:P
:)

I'm not gonna lie, I got chills when reading this post.

God, that's lame, but it's good to see you around again and with good news to boot!
That temple of blocks with the squirrel tripped me out, and I'm not even on anything!
Hedgemistress wrote:
Uh... yeah.

I love that response. ;-P

For the most part, I think of Newtopia as having more in common with Watership Down than Redwall... animals in a struggle for survival against a harsh environment. Watership Down was about non-anthropomorphic rabbits against humans, and Newtopia is about semi-anthropomorphic animals against the elements. Heck, I even thought of Hedgerow Hall more like Watership Down half the time, as most of my characters were low on socialisation and high on survivalism, though obviously that's not what you wanted it to be. =)
Awesome!
Awesome news!

Give Sonya your notes for Guildmastery, help her learn to program, and I'll donate the artwork...

Or not, whatever...
Well, that's the thing about HrH is "what I want it to be" is still really pretty broad. It's obviously a game designed with social interaction as a key component, but that's not necessarily the same thing as "sociable interaction."

One of my favorite personal characters, for instance, was Hecatae the Fox, who forever skulked in darkness just around the edges of polite society. Antisocial, asocial characters can be interesting, too...

Anyway, in my mind, there's nothing wrong with animals behaving... animalistically, at least in the sense of eschewing fine art and high culture and living "closer to nature"... that's why things like fancy floors and walls for burrows were never much of a priority.

Basically, the "feel" I'm going for is that these are animals, no matter how civilized and intelligent they are. In fact, the Hall itself is going to be a lot more burrow-like, this time around, just to set the tone from the beginning.

And sorry, SSGX, but I t'ink GMry is well and truly dead... and yes, I know me saying that almost guarantees I'll have a playable test version done in the next five minutes, be me acknowledging that fact pretty much jinxes it. :P

(And my readers wonder why so many of my characters are meta-aware.)
Ah, so I guess the games aren't so far removed as I originally imagined. Newtopia Sanctuary is a pure burrow (4x4 claims large, so it's a pretty massive collaborative effort, but a burrow nonetheless).


One problem with the return of Hedgerow Hall, mind you, is that even though I'm not particularly discouraged from working on Newtopia, you A) took your fan base back, and B) gave me something to waste valuable dev time on. ;-)
Awesome. =)
Holy smokes, LexyHedgy, you just made me remember something I'd completely forgotten. I think the setting of the story I've been working on for the past 2 1/2 years was named after my burrow in Hedgerow Hall. Crazy!
Does this mean I have to stop referring to myself as "BYOND's token female" again?
I stopped accepting tokens years ago.