The “last” bugs have been squashed. The walkthrough is written.
The beta testers have been credited. The file is uploaded.
Grounded in Space is finished.
You won’t hear much from me on the subject until November 15th, when the judging is complete. As per Rule 5 of the Interactive Fiction Competition, I cannot comment on my game or respond to reviews at any time during the judging period. I do hope to have an extensive postmortem after that point, where I go into detail about what I learned and what I’ll do differently next time.
I will say that I’m already planning at least one new project; this one was so fun, challenging, and rewarding that I’m sure I’ll be motivated to try again at least one more time.
I’ve put a lot of time and effort into this, but it’s absolutely been time and effort well spent, no matter how I do in the competition. It’s helped me to learn a new programming language and practice my writing, exposed me to some excellent interactive fiction in a community that I had no idea even existed before, and motivated me to follow through and finish a fairly large project purely on my own, with my own willpower and resources, giving me confidence that I can handle a project of this scale outside of the confines of work.
This last week was a doozy. At the very last minute, one of my testers found a couple of issues that exposed a whole class of bugs that neither me nor my testers had found previously. I spent Saturday evening frantically rooting them out, prior to bringing my wife home from the hospital with our new son on Sunday. I’m pretty confident the bugs are cleaned up. Of course, I’m also fairly confident there are others, and that there are weak spots in my writing that another pass might have addressed.
In the end, though, you have to call it a day sometime, and I choose now. Play it and enjoy it; it’s yours now.
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Emily Short![3039522605_72b86b1e2e[1] 3039522605_72b86b1e2e[1]](http://www.wigdahl.net/quern/wp-content/uploads/2009/09/3039522605_72b86b1e2e1-300x199.jpg)
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