In any case, it's very cool, so thanks for sharing.
In any case, it's very cool, so thanks for sharing.
Today, I work full-time as an independent game developer. I think it's fair to say that making an Amiga game has been a lifelong dream of mine, and I finally have the skills to make it happen. I want to help demonstrate that with today's tools and proliferation of knowledge, we can breathe new life into our beloved classic hardware by creating gaming experiences with modern design principles.
Now that you're.a grown-up with.a full-time job, and likely some personal life, working for the game industry known for its time pressure — how do you find the time to work on an Amiga game?
They found time to do something they enjoyed and found a little more time to share it with like-minded people. That’s all that matters.
To a lot of people, nothing is as fun as the Amiga (or C64, or Atari, or ZX Spectrum...).
> which you could use to keep up to date for instance
If you make everything in life about your career, all of your life will turn into work.
Why practice oil painting when there's Photoshop? Why restore vintage cars when there are Teslas?
Maybe not young enough to count in this group, but I love a lot of computers that were a bit before my time. I've went through the trouble to acquire a Commodore 64, recap it, and install some third-party modifications (needed to replace the PLA, but also added a mod for dual SID and a "region switch" - the region switch one is quite involved since it needs two VIC-IIs and two oscillators you can switch between.) Not the only computer I have enjoyed digging into: I have an MSX2 as well that I find very charming, though I haven't done a whole lot.
The one thing I will say is that finding time to actually try to write code for these machines is hard :) But I imagine it's just simply a matter of devoting some nights and weekends to it when inspiration strikes, not unlike most hobby work done by people who have day jobs.
I think retrocomputing is a fantastic hobby that is fascinating and rewarding. If I had one complaint, it would not actually be the amount of time it takes, it's honestly the price and difficulty in acquiring components. Seems like a lot of people have cashed in on anything that is "antique" or "vintage" in the computer market and hope for large returns. This is a shame.
As for older folks, I can't speak to it directly. But it certainly seems that some of the folks who are still writing Commodore 64 demos are doing so in large part to reconnect with their childhood. Possibly one of the most obvious artifacts of this are demos that pretty much tell a story as such, like the relatively recent demo "Mojo" by Bonzai and Pretzel Logic[1]. And obviously, attempting to do "serious" story telling in something like a demoscene production is a bit corny, but I find it very endearing in spite of that, so I'm glad they're doing it.
In any case, it's a hobby that takes a lot of time... but I guess if you want to find time that badly, you find ways.
[1]: https://csdb.dk/release/?id=232966, https://www.youtube.com/watch?v=HXi3oJ9huiI
My reasoning was because I worked from home, I would have more spare time. Sadly the reality is... no. Oh well, time to continue working on those :D