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author | rtk0c <[email protected]> | 2025-05-14 18:54:50 -0700 |
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committer | rtk0c <[email protected]> | 2025-08-16 11:35:00 -0700 |
commit | f7f8600f55cbb24e653499f76b3273586bd648af (patch) | |
tree | d9d6bdeb2f7a285593039492ab519415e4fa48a6 /README.md | |
parent | b38c2d64d5743bd2adfcfafbb18bc49cf20207b0 (diff) |
README on history of this project
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-rw-r--r-- | README.md | 17 |
1 files changed, 15 insertions, 2 deletions
@@ -14,5 +14,18 @@ - `30-game`: The main game. - `assets`: The assets for the main game. -## Old history in PlasticSCM -See `project-brussel@rtk0c@cloud` +# History +This project started around the summer of 2022, as an experimental game with local, multi-keyboard multiplayer. +The scope expanded, distractions happened, and it more or less turned into a playground for cool and cursed engine tricks. + +## In PlasticSCM +The earliest history can be found in `project-brussel@rtk0c@cloud`—if you can find it. + +It was initially developed in a PlasticSCM repo, for the sake of playing with a different VCS. +At the time, PlasticSCM advertises itself as both distributed- and centralized-VCS, up to each user's choice. It indeed worked more or less like so, but I was alone, so this made zero difference. +Eventually I saw problems with it: being bought by Unity, hard-to-use client, and vendor lock-in. +Their Git export was broken every time I tried it, ranging from 2023 to early 2024. At some point I gave up and just copied the latest version into a Git repo here. + +## Project Name +Originally it was called `project-brussel`, after a series of game prototypes I was worked on. +After moving to Git, the `project-` prefix is dropped for conciseness. |