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Development Log

Component based game architecture

As a C++ programmer, I find that when I'm writing code for myself, I like it to be well designed, maintainable, and as simple as possible. Unfortunately as I continue to add features, the application gets bigger and new requirements or unforeseen design issues tend to lead to re-factoring. I have a hard time leaving messy code messy, and I don't tend to hack features in, so every once in a while I clean up. It's way more fun to add new visuals and features. But these rewrites need to be done, otherwise the source code becomes an unmaintainable bug prone mess.

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Where did the last six months go?

So not many will remember, but I had been working on a game called zAftermath, an action RPGish type game with zombies. After working on it for about 7 months, I realized a few things. One, is that there are too many small indie zombie games out there. Second, the one I was making wasn't actually fun and I was just adding features to try to fix it.

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The story so far...

A long time ago, when I was eleven years old (at least I think thats the age, it's getting hard to remember), I watched my father write software that rendered fractals on an Apple IIgs. Apparently I was intrigued, and asked how it worked. Instead of a simple answer, I received the manuals for the machine and a book on BASIC. And then I was hooked.

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Welcome!

Shining Rock Software is open for business.

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