Dink Hotel (The)
A D-Mod featuring Dink Smallwood and a hotel.
Created by the Community D-Mod Jam over 50 hours from Mar 31 through Apr 2, 2019.
For statistics and history, checkout the github project at https://github.com/RedRecondite/hotel.
Created by the Community D-Mod Jam over 50 hours from Mar 31 through Apr 2, 2019.
For statistics and history, checkout the github project at https://github.com/RedRecondite/hotel.
Released: | April 2nd, 2019 |
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File Size: | 98.16 KB |
Downloads: | 481 |
Release Notes: | Initial version. |
Play: | Play this D-Mod right now in your web browser! (More Info) |
When Redink1 graced us netizens with the links he did provide, we were astonished. Inside was a monster so perfectly crafted that it had the power to destroy the world. Not really. Instead what we collectively found was a heavily-modified version of the Dink engine that had an editor built right into the "game" itself rather than as a separate program. On top of that, it was collaborative, and showed us each other's activities in real time.
Of course once we realised what we were capable of, some of us decided to craft out wonderfully intricate screens full of beautiful decorations all very carefully placed. Some of us on the other hand (I won't name names) decided it would be hilarious to just place rock monsters everywhere so that the resulting players wouldn't be able to progress very far. How horrible of them! Thankfully Skorn was there to remove them.
As the hours wore on, we realised that this was no full-fledged DinkEdit, and that certain parameters weren't going to be possible to edit, even so, we soldiered on until we gave up, and on occasion swore at each other in voice discussions in between attempts at implementing a plotline and dialogue etc. At one point, the entire thing broke down, but Redink made sure that everyone could get a chance to express themselves adequately by leaping into action and figuring out what was wrong (something with dink.dat).
By the end, we'd managed to collectively cook up something that seems to have been partially functional at best. Unlike the Triple A games of nowadays which in many cases have hundreds of developers, one of the refreshing parts of the DMOD world is that every developer generally works alone or with one other person meaning their personal vision can be uniquely realised without interference, however this experiment completely upended that and perhaps demonstrated that we do in fact work best on our own after all.
Overall, the real DMOD wasn't the bz2 archive uploaded at the end, it was the people we met along the way. It would be interesting to have another collaborative session like this but with other factors considered such as a chance of competition. We'll see.
Of course once we realised what we were capable of, some of us decided to craft out wonderfully intricate screens full of beautiful decorations all very carefully placed. Some of us on the other hand (I won't name names) decided it would be hilarious to just place rock monsters everywhere so that the resulting players wouldn't be able to progress very far. How horrible of them! Thankfully Skorn was there to remove them.
As the hours wore on, we realised that this was no full-fledged DinkEdit, and that certain parameters weren't going to be possible to edit, even so, we soldiered on until we gave up, and on occasion swore at each other in voice discussions in between attempts at implementing a plotline and dialogue etc. At one point, the entire thing broke down, but Redink made sure that everyone could get a chance to express themselves adequately by leaping into action and figuring out what was wrong (something with dink.dat).
By the end, we'd managed to collectively cook up something that seems to have been partially functional at best. Unlike the Triple A games of nowadays which in many cases have hundreds of developers, one of the refreshing parts of the DMOD world is that every developer generally works alone or with one other person meaning their personal vision can be uniquely realised without interference, however this experiment completely upended that and perhaps demonstrated that we do in fact work best on our own after all.
Overall, the real DMOD wasn't the bz2 archive uploaded at the end, it was the people we met along the way. It would be interesting to have another collaborative session like this but with other factors considered such as a chance of competition. We'll see.
Topic | Posts | Poster | Last Post |
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Freezing and hardness bugs | 5 | Herbie | November 3rd 2019, 12:27 PM |