

One option would’ve been to keep the Haxe part but switch from OpenFL to Heaps, another Haxe-based engine and build system. In making the game I’d leveraged a bunch of core Haxe features like super enums and implicit typing and it was all getting trickier and trickier to implement by hand in C#.

I made it a few days into rewriting before finding that although I like C#, I like Haxe more. After Obra Dinn I’m a solid fan of Unity – the editor, the entity/component design, the build system, the ubiquity, just about everything. When I finally committed to this port my first decision was to rewrite the game in C#/Unity. This was a great environment for getting the game together quickly in 2013 but over the years Haxe has moved away from its Flash-targeting roots, and keeping up with OpenFL changes to make game updates has required outsized effort. Papers, Please was originally written in Haxe/ OpenFL, a combo of modern ECMA-ish language, Flash-alike API, and multi-platform build system. No wild story twists, no new characters, no voiced dialog, no stereoscopic ray-traced graphics, and most disappointingly, no cosmetic unlockables. In 9 years, I’ll port this post to VR.īeyond the minimal amount necessary to make the interface work, there are no content changes or additions for this port. As a winking throwback to days past, this is a big dump of text and inline img tags instead of exciting splashes of quick-cut video. These thousands of words and megabytes of images will cover some bits of porting the game from big desktop to little phone. Now, here, in 2022, desktop computers no longer exist and all computing is done via handheld mobile telephone. I created Papers, Please in 2013 specifically for desktop computers with mouse control.
