4 ms·
I have a couple. Biggest one was a social networking site (which technically is still in my mind, but pretty dead) to compete with the big boys. In the end I w
by ErrantX 17y ago
I have a couple.
Biggest one was a social networking site (which technically is still in my mind, but pretty dead) to compete with the big boys. In the end I was offered enough money for the work I had done on caching and some other bits that it was silly not to take it. :)
I'd love to have another go some day.
There was Qoppa which was intended to be an extensible Browser game server written in Python. That fell apart when there was no one much to work on the artistic side.
http://hg.errant.me.uk/errant/qoppa http://hg.errant.me.uk/errant/qoppa (dont smirk :D)
What else. A quite-advanced attempt to write a distributed file store for really large write-once/read many files (2GB+) in Python. I got as far as implementing a REST interface and then got bored of the tedious work on the replication side.
A CMS/Blog tool specifically for magazines. Gave up when it turned into a massive amount of work and the magazine who tentatively were my first client decided not to "go online".
I could list a few more. My theory is just to keep plugging away at a few projects till one makes it. I was nearly there with the social network.
Currently Im planning to try and assault the blogging empire with a Wordpress competitor.
- apgwoz 17y agoYou don't need fancy art to make an interesting game.
- zeckalpha 17y agoWho said fancy was desired? Artistic direction, especially in games, refers to much more than just graphics.
- ErrantX 17y agook then: any art :P The idea was to make a reusable FOSS engine then build some commercial games on it :) the market is quite competitive, good graphics is becoming quite important.