Morgemil Part 1 – Goals

I have a college-ruled notebook that I bought for a dime some years ago. I carried it to college with me and kept it in a box under my bed. Now, almost a year after graduation, I can still see that notebook sitting on the bookshelf to my right. Contained in that notebook is every project idea I have had in the intervening years and considered worthy, along with a bevy of notes and scribbles about the goals, design, and often implementation of that idea.

This long-term series is going to take the first idea entered into my notebook, in fact, older than my notebook: a minimalistic, old-school, single-player, open-world, 2D RPG.

This is hardly ground-breaking or original. The market is filled with such things and each has their own twist or gimmick. That is fine. I’m here to learn new things. I own this project and have the advantage of being able to do what I want.

So what do I want? I’m going to lay out a list of general goals here so that I can periodically remind myself. Many of these goals will be difficult to quantify and define, but I’m going to list them anyway because those are very commonly seen software requirements.


Goals

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