Learning Quintus

Hi

I’m arrogant.gamer, you may know me from such games as Mandala and Signal. I will be entering Ludum Dare 28, and will be using Quintus to make some sweet sweet browser fruits. My hope is that the theme will be inspiring. I’ve quite liked the last two themes (though I didn’t make a 10 second game), and found them both flexible and inspiring. That being said, I hope to make a tile-based RPG or a rogue-like, since I haven’t done that but have about 30 years worth of ideas backed up in my brain meat.

In order to get ready, I’ve decided to sit down and hack out some small relatively un-creative game. I just learned about Quintus a week or so ago, but am already in love. You see, by trade I am a student super junior intern web-developer. I use BackboneJS to make client-side applications, which are kind of like boring video games ^o^//. When coding in JS, I tend to make heavy use of events in order to reduce coupling between modules. In a perfect world, I would like there to be no references between different parts of a web-site’s working bits. So, for example, if there is a list of art galleries and a google map frame on a page together, in my world this will probably end up being, a layout class wrapping the map and the list separately. The layout class has a reference to the map, and one to the list, but when they want to communicate with each-other they have to do so by announcing data to the layout. The list has references to its list items, but the list items have to announce data to the list. The result is strictly API based interactions everywhere, which in theory means I can swap components out with ease.

Whoa! Boring! Anyway: Quintus is like that. They have the same kind of philosophy, and I think that’s a great fit. With any luck, it will also be a performant and cross-platform fit!

I’m hoping to make something with an NES tilesheet, and maybe some sound-effects that I will record myself, with my voice. Probably some cats meowing?

What I’m saying is: I’m in!

z.