A developer who spent 13 years making his childhood game
gamasutra.com
gamasutra.com
A long time ago (1983 to be precise) I started rewriting Empire, a curses based turn based strategy game (Hi Walter!) because I was convinced I could make it so much better and I had spent a lot of hours playing it. When I was at Intel working on a high end graphics chip I joked with one of the design engineers that it would be cool if you could see little armies fighting but we both agreed there probably wouldn't be enough CPU / graphics capability to do that in real time, at least not in our lifetime :-).
While I never finished my efforts (-1 for me I guess) I learned so much along the way, I bought Dunnigan's excellent 'How to Make War' book which was the bible for wargames at the time (and to some extent still is) and tackled path finding algorithms, and automated forces deployment, and strategic evaluation with limited vision, and all sorts of really interesting problems/puzzles that each offered up a ton of interesting insight. Bottom line it wasn't a waste of time for me, even though I have nothing to show for it.
I love that Adam stuck with it and got it done. Very inspiring.
This was on an ST so definitely not a slow machine and yet there were quite a few tricks required to keep it all moving smoothly with close to 100 objects on and off screen.
Good times :)
Here are some shots from the MSX version (which was made a few years earlier by an absolutely awesome programmer called Steve Course).
http://www.generation-msx.nl/software/aackosoft/flight-deck-...
It definitely makes me feel that today's average devs are spoiled with all the innovations that have taken place...and still can't roll out a hit.
HN discussion: https://news.ycombinator.com/item?id=6470106
- the consistent lighting part: the guy is making this giant epic thing, so you'd think he would cut himself some slack on what really looks like a detail (I wouldn't have noticed it, especially not in this type of game). And yet, the guy absolutely obsesses over it because, you know, that's how it feels right.
- the 'aging' part, when he explains how he kept upgrading old sprites or levels as his skills improved so they "would match up to his standard".
And the best part is that the guy doesn't come off as being arrogant or anything. Just a dude, making the game he would like to play, and making sure it's as good as he dreams it to be. Inspiring.
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>I love that Adam stuck with it and got it done. Very inspiring.
I agree, and I also like how Adam was realistic in describing the burden of seeing the project through completion as an albatross.
There are several side projects I work on that I've never been able to finish, but I don't feel the psychological burden of them. It's hard to know if that means I'm just not committing hard enough to completing side projects, or I'm appropriately moving on at the right time. Either way, maybe one reason I don't feel like there's much 'artistry' to my output is that I'm not willing to take on that heavy of a burden.
Just food for though. Inspiring stuff. I found the PuzzleSolver program included in the download just as interesting as the game, btw.
The Complete Wargames Handbook
http://www.hyw.com/Books/WargamesHandbook/Contents.htm
Is about how to make computer war games.
Called "How to Make War" and it describes the mechanics, the theory, and the variables that impact the prosecution of warfare. The Wargames book was, in my opinion of course, a derivative which attempted to re-contextualize the information from HtMW into something more directly 'wargame like' but, again in my opinion, it left out too much to be useful even for that.
When I was at Intel working on a high end graphics chip
I joked with one of the design engineers that it would
be cool if you could see little armies fighting but we
both agreed there probably wouldn't be enough CPU /
graphics capability to do that in real time, at least
not in our lifetime :-)
You really didn't think that would be possible in your lifetime in 1983? I'd think that would have seen pretty feasible by then, seeing as there were games on mainstream computers doing that not even a decade later.Heck, I bet you could get something resembling that working on a 1985-vintage amiga.
Since I was at Intel at the time neither one of us expected computers to get 1,000x better than they were at that moment in time (the 80286 @ 10Mhz woo hoo!) I was driving a BARCO 1024 x 768 RGB monitor that cost Intel $3,000 to purchase, they were predicting it would be under $1,000 in the next 10 years or so. Its hard to have little animated pieces running around recognizably on a pixel budget of 15 x 15 and perhaps 8 bits per to select out of a color pallet of 4096.
So the photo realistic stuff we saw at Siggraph we didn't expect would be 'real time' in our lifetimes, certainly not at anything close to affordable a price. And yes, we were way off base, but that is the nature of things.
I'm not directly involved in tech/hardware and I'm imagining full on reality-quality 'virtual reality' beamed into people's brains within 20 years. I imagine those in VR would scoff at this, but I'm kinda hoping I'll be closer to the truth ;-)
Bill Gates has an interesting quote about this phenomenon, for which I forgot the exact wording... it says that you are always wrong as to how fast things will occur, but you are also wrong when you think stuff will not be available for a very long time. There's many examples of such assumptions being wrong now and then.
KnightLore 1984 http://retrospec.sgn.net/users/ignacio/images/knightlr.gif
Did you never go to a video games arcade?
BattleZone came out in 1980
Seriously, the PC took years to become State of the Art when VESA local bus freed us from IBM dictating the game with E/ISA and ceeding control by trying to force MCA on the world.
Anyone who knew about Trocadero http://en.m.wikipedia.org/wiki/London_Trocadero knew what was coming
There was a Transputer network game doing realtime raytracing!
Wasn't Moore's law[1] as widespread as it is nowadays back then?
I think Guantlet beat Populous by several years on that score.
The Game That Time Forgot:
TiGSource thread: http://forums.tigsource.com/index.php?topic=41361.0
Nope. It's a paintbrush with luminous paint. And it doesn't just light up the room, you have to fling gobs of luminous paint all around to reveal platforms in an otherwise dark room. And it's not just a ball at a time, each gob also trails lesser speckles that also help out.
I know this isn't ground-breaking or anything, but it's certainly a refreshing surprise from what you expect from games these days. It's something you wonder about, where the answer is clearly, "well, why not?"
I went from interested to impressed in a matter of minutes. I thought I was just going to download it to see what it was like, but now I'm curious what other great ideas will come out of no where.
I will start trying to reframe it in my mind as a garden. That sounds much nicer :)
I think 500 people right now play my game, and if anything that makes the weight of it all larger.
What? Can you describe it differently? I have no concept of how this could be played.
You have a salary cap you have to deal with. Trade with other human players. Try to win the Championship.
A season lasts a real time month from start to finish. The players are all fake, they grow up. They make pro bowls, and try to make the hall of fame.
We have leagues that have run over 70 seasons at this point.
It's a hardcore game. I've been trying to make it easier, but given the difficulties in the engine (vb6 and classic asp), it's been difficult to create a structure that makes sense. Plus as a hardcore fan, I have a lot of blindness on how to make it easier.
I really relate to everything he said in his documentary. Do you rewrite tons of work? Do you re platform? Tons of issues.
It was started in 2004, so that's a lot of old crud and bad coding.
The community helps some times with javascript plugins, and sometimes full windows utilities to make all the data easier to take in, but it's still a mess.
I need to figure out ultimately what I want to do with it, but it's a fun game, a good premise, there are other competitors with similar challenges. I don't know... :)
My side project is a fully realistic nfl simulation that mirrors the exact details of a real football game. The ambition is what never makes it "complete". I have a functional, effective football game. But is it a true accurate simulation? no. Is that even possible? Probably not.
However, I believe that we still need to achieve a lot in "story-telling" in games. The Mass Effect series is probably one of the best out there - the setting, characters, interactions, morality and gameplay.
0. http://www.gog.com/game/planescape_torment
1. http://www.gog.com/news/mod_spotlight_planescape_torment_mod...
Never realized there was a push to mod the game so extensively. Gonna have to give these mods a try and replay this one!
I like games with great core mechanics, balance, etc. Hell I actually value soundtracks over graphics or story.
For-Hobby game development, or entrepreneurial game development (low probability of pay-off) is a blooming field.
People like MAKING GAMES.
I play old games, or "casual" games on my phone, neither type of games where realism is much of a factor.
I have a game idea I hope I get time to do one day, but if I ever do, it will be 2d - on purpose - and somewhat pixelated, also on purpose. In part because I love some of the visual effects of pixel art. And realism would not even remotely be a priority for the graphics.
I am trying to make such a game, but its too hard to complete by myself in such a short lifetime :/
https://www.youtube.com/watch?v=AvMEu3Wl4OE
If you're interested.
I know I've had this same type of vision, except it was when I was making wads for doom. I had this wild idea of making this "super awesome" multi-level castle. I soon was bogged down with slowness and trying to do things the engine just couldn't handle causing artifacting et. al. Anyway, unlike this guy, I just gave up. :D
Are there any good such games for mobile platforms? Maybe the game is not good enough though...
But nearly.
And to think my 5 years was long, 5 years I will never get back working on my web scraping project: http://scrape.ly
How difficult would it be to port this?
edit: it's not a snarky, rhetorical, question – I really want to play this
That thing is going to be closed source, ancient, and not actively maintained. 1.5 seems to have been released in 2001.
Why don't you download a free MS VM from https://www.modern.ie/en-gb/virtualization-tools#downloads and then try it on there using something like VMWare or VirtualBox
http://community.clickteam.com/threads/34059-MMF-1-5-to-MMF2...
I work on Gang Garrison 2, a game still actively developed which is also reliant on a dead game creation tool (Game Maker 8.0), so this is sadly familiar.
Developers write their own code in unity (C# or JS) as well as bringing in their own assets (music, art, etc). So even if the unity engine disappears, authors will be able to release their work in a meaningful fashion.
If there are any problems, (1) make a reportable Wine bug (2) report it to the dev, who may be able to help.