Fool's Gold Post Mortem
Torque it, baby: a Fool’s Gold post mortem.
What do you get when you have three game developers, one new tool set, seven days, and a really bad idea? You get Fool's Gold, a true turd of a game. Before you read further, go check it out for yourself on the Fool's Gold download page. It's small, and you'll get a giggle.
The goal was to build a game in seven working days using the Torque Game Engine 1.5 and as much free or pseudo-free content as possible. The result was Fool's Gold, a bit of a joke of a game. We went into a seven day game knowing that the end result was not necessarily going to be 'fun' or even a 'game', a toy was permissible. The whole reason we did it was to teach ourselves about the experience of making a game with Torque, and what we could expect when doing it on a full fledged project. Torque turned out to be an amazing product, and while not without it's glitches it did perform quite admirably.
We had been discussing a number of ideas for our 7 day game, and had more or less settled on a space farmer harvesting space yeast, space hops, space barley, space ice to bring home and make his beer, while managing his resources and dodging baddies. The idea was silly and fun and had a space theme to it, which appealed to everyone. We were just goofing around and I had a sudden idea for a game where you were a gold farmer, getting chased by Blizzards who want to ban you in an Alice-in-Wonderland-esque mash-up of all the different MMO's out there. Everyone thought it was funny and started adding to it, and Fools Gold was quickly born.
