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Concerning Weeks 1-8 of development.

Development

Weeks 1 to 8 of the development of King for a Week have gone smoothly, but progress has been slow. First elements of dev work have been done in February of 2026. Had to stop making any progress throughout the weeks of March and the first week of April to concentrate on a different project that had to take priority at the time.

From April 7th, focus has been on King for a Week (or KFAW) once again. These development weeks were mostly focused on determining the edges of the scope of the project, developing basic features, importing and adapting some features from other projects (such as texturing, basic dialogues and such). The movement and interaction systems were the first to be developed from scratch, as this represents the most basic level of experiencing the world of KFAW.

It is only from week 9 onwards that the big systems have been tackled (Questing, Inventory, etc...).

Milestones

All imports and pre-production aspects have been handled successfully. Development and Marketing goals have been set.

Concerns

Scope Creep - though this isn't such a scary thought. The objective is to make an amazing medieval simulation, no matter how much work it takes. Assuming responsibility for loads of work and taking on whatever is needed for the game's success is not the biggest concern. Nevertheless, I remain hopeful that a 1.0 version (or at the very least, a demo) will get to see the light of day in 2026.

Architecture and Structure - since the scope is not 100% clamped down and there is still (and possibly always will be) a certain level of flexibility when it comes to the edges of the scope, the architecture and structure of the codebase also has to be quite flexible. This does bring a significant over-performance risk (writing code that allows for more than is required of it), but again, not a very scary concern at the moment

Media

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Developer

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