Documentation for Cursed Black

Posted by NeutralReiddHotel on Jan. 13, 2018, 10:25 a.m.

grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr i'm so wanting to stay home and work on my game. I've forced myself to work on it at least 30 mins a day for a week now and I have so much momentum building from it its insane. I suggest trying this out with any project that you may have sitting around. No matter how busy you get, you can always squeeze out 30 minutes of your day to work on something that, over time, adds up like crazy.

See, 30 minutes a day after a week totals 3.5 hours of work. After a month that's 14 hours of work. After 6 months thats 84 hours of work that might have not happened. I mean, shit, this is better than binging on work hours hating the sight of game maker.

My current goal, recommended to me by my old roommate, is to document the fuck of of my game in order to fully understand how it works and so others can interpret my code with much ease. The results are pretty nice, and I don't intend to stop until everything I've written so far is completely documented, cause, lets be real, this helps me too:

I got inspired to do this because of the Slight Edge book by Jeff Olson, which has been a very good read in terms of understading compound interest and how the numbers look, over time, when something is done daily. He doesn't call it this, but this really hammers on the point of how to eat an elephant (protip: you do it one bite at a time).

Cursed Black is my elephant. At least the engine is. The plan is to finish this game, use the engine to create my own Pokemon fangame set in Gen 2 (all these features are being written in but not shown), then release the engine open source WITH documentation.

Game Maker for Pokemon Fangames never looked so good.

Edit: PDFs

January 15, 2018