I've wanted to port or remake Probability 0 for a while, but the task seemed daunting, impossible. How could any one person make so many individual elements? I have some recent experience with developing a game one tiny piece at a time:
31 unmarked games was made in 31 pieces across 31 days, a month-long 31-game jam of sorts. In that project, though, the lines of development are extremely clear, perhaps even uninspiringly so. It doesn't feel like an impossible artifact with all its layers stored inside and beneath each other -- 31 unmarked games feels like thirty-one separate things, glued together. This is by design.
one of the 31 unmarked games
31 unmarked games was made in 31 pieces across 31 days, a month-long 31-game jam of sorts. In that project, though, the lines of development are extremely clear, perhaps even uninspiringly so. It doesn't feel like an impossible artifact with all its layers stored inside and beneath each other -- 31 unmarked games feels like thirty-one separate things, glued together. This is by design.
one of the 31 unmarked games