The random ramblings of a French programmer living in Norway...
2024
  The remaining 80 percent
Sun 20th October 2024   


My team of tester friends have been reporting issues for the last few weeks, and I've been busy fixing them.


  Iteration times
Sun 23rd June 2024   


Nothing impacts more a project than wasted time, and nothing impacts more the quality of the work than the iteration time between when something is changed and when you finally see it in the final game.


  The virtues of Simplicity
Sun 16th June 2024   


When it comes to text adventures and point-and-click games, less is often more. In this article I look at how adventure game interfaces evolved from complex natural language parsers to simple contextual actions, and why I chose a minimalist approach for Encounter.


  Why building another Adventure Engine
Sun 9th June 2024   




When I started playing adventure games back in the 80ies, there were basically two types of game implementations:
  • Games written as actual programs
  • Games using some portable virtual machine or database

2020
  Dungeon Master intro
Wed 20th May 2020   
In 1996 I released a small prototype of what could be Dungeon Master on the Oric.

People being people, they kept bugging me about when I would finish it, so 24 years later I decided to take a look at it.

2019
  Shadow of the Beast
Sat 12th October 2019   
Now and then somebody speaks of the "game" Shadow of the Beast and uses it as an example of something the Amiga range of computers could do but the Atari ST could never dream to achieve.

This is totally true: Even with all the time and talent of the universe, there is no way a standard Atari 520 ST could compete, in what is after all mostly a technical demo designed to exploit every single feature the Amiga had.

The actual point of contention is regarding if the Atari ST port of Shadow of the Beast was as good as it could possibly have been considering the usual constraints of time, budget, etc...