Frayed Knights Developer Blog Update

A new Frayed Knights blog entry on Tales of the Rampant Coyote tells us why nearly a week's worth of development time was devoted to a skull.
Frayed Knights is written for - well, ultimately, for ME. While I loved adventure games back in the day, I haven't completed many of them. I'm kind of the dumb jock of the adventure game world. I enjoy a good smattering of puzzles. But I'm mainly there for the scenery, and when things get too difficult, I get frustrated and just want to KICK OPEN THE DAMN DOOR ALREADY. So I try to be careful to allow alternative, more "brute force" options where possible, and not to stray too far on the adventure game puzzle side of things.

And so the skull (there are a few skulls in the Tower of Almost Certain Death) was one of those things. It's got a playful and silly mini-quest associated with it, which didn't seem like it needed as much coding support as it did. I'm not really sure where the hours all went, except it seemed like I was constantly re-starting the game, testing, and finding out that something else wasn't working right, stopping, going back, hunting down the bug, and then doing it all over again. For HOURS.

My hope is that once I get some more functionality in place (and fully debugged), it'll be as easy to throw these kinds of quests together as it was when I was doing Neverwinter Nights scripting. That's not likely, but that's my ideal.