These rules were turned into a speci?¬? cation for
the ?¬? rst digital prototype: a text only version on IRC, which we played hot-seat style, taking turns si ing at
the same computer. Constructing that early, text-only prototype allowed us to focus on the complexities of the
game logic without worrying about implementing interactivity, visual and audio aesthetics, and other aspects
of the game.
While we tested gameplay via the text-only iteration, programming for the ?¬? nal version began in Director,
and the core game logic we had developed for the IRC prototype was recycled into the Director code
with li le alteration. Parallel to the game design, the project??™s visual designers had begun to develop the
graphic language of the game and chart out possible screen layouts. These early dra s of the visuals (revised
many times over the course of the entire development) were dropped into the Director version of the
game, and the ?¬? rst rough-hewn iteration of
SiSSYFiGHT as a multiplayer online game
took shape, inspired by Henry Darger??™s outsider
art and retro game graphics.
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