Essays about game development, thinking and books

«Slay The Princess» — combinatorial narrative

My favorite version of the Princess.

My favorite version of the Princess.

It's hard to impress me as a player and even harder as a game developer. The last time it happened with Owlcat Games in Pathfinder: Kingmaker, when they added a timer to the game's plot.

But Black Tabby Games managed to do it. And they did it not with some technological complexity but with a visual novel on a standard engine (RenPy), which is cool in itself.

I'll share a couple of thoughts about the game and its narrative structure, while I'm still under the impression. I need to think about how to adapt this approach to my projects.

ATTENTION: SPOILERS!

If you haven't played Slay The Princess yet, I strongly recommend you to catch up — the game takes 3-4 hours. You'll not regret it.

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Two years of writing RFCs — statistics

The number of RFCs over two years

Slightly more than two years ago, I became a Lead/Engineering Manager for Palta's payment team. I left the company at the end of 2023 for another sabbatical [ru].

It is time to sum up. I will start with my favorite initiative.

From the first month, I promoted the idea of preceding major changes with text documents — RFC — Request for Comments.

In this post, I will analyze two years of applying this practice to share the experience, summarize the results, and have convincing arguments for my next job.

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