Category archives: Development
I've spent the last six weeks with my left arm in an immobilizer sling. Six weeks of southern United States summer, of being a day-and-night software developer, of being a gamer, all rocking a sling that straps my left arm to a pillow that is in turn strapped to my torso and neck.
After the first 11 days, I've had some use of my left hand for things like typing, but I have limited wrist mobility and can't reach for things or hold/lift more than about two pounds. I'm in this sling 24/7 until some time after August 4.
Plenty of computer and gaming things become difficult in this situation, and I've been exploring some new configurations to get my gaming in. What's come out of this are some good practices I can take away for basic accessibility in developing games.
Our work-in-progress, Exploit: Zero Day, will be a social, online game. It'll let you roleplay as a hacker with other players and even interact with the game's characters on the forums. The kind of community that forms will be essential to the game's success.
At the same time, the Internet can be an abusive place, especially in gaming spheres, and we're producing a game themed around "hacking" and computer security intrusion that is attempting to provide compelling dilemmas. There's a definite risk of our community becoming hostile, toxic, or downright dangerous.
Part of our vision statement at Future Proof Games is "audacious compassion." How do we create a community that encourages audacious compassion while being fun and financially self-sustaining? We're still working out the details, but here's our thoughts at the moment....
...rotting in a basement at CERN.
One of the pleasant things about being a small, independent company is that we can make our own decisions without a lot of baggage weighing us down. We're developing our current project in HTML5, and we've decided to target only modern browsers. In our case that means the ...