330 karma · joined March 5, 2014
I come from a game development background and my view on things is admittedly affected by having to deal with issues related to real time efficiency.
Almost everyone in my network is excited about VR. Having the content creators on board is huge.
To reference SomeCallMeTim's comment - the way the save game system worked in Grim Fandango was to serialize the entire Lua environment! Stack, all code, etc! And too jamesu - when you patch the game you patch the code that was serialized into the save game! The story behind all of this in Grim is pretty interesting.
If anyone is interested in more details please come to the Game Developers Conference this year as I'm giving a talk on the technical details of how the original game and the remaster works. Oliver Franzke and I will cover both the Grim Fandango and Day of the Tentacle remasters.
More info on their site here: https://www.fig.co/
While thinking about this it made me feel like that is an example of a powerful force of history - "to the victor goes the spoils." There was a lot of tech foundation innovated by competitors in related products that made the iPod possible but since the iPod was the breakout success of the era it's all some of us can remember.
I can see the appeal, however. Write once run anywhere is a hell of a drug.
Scaleform has a complex code base but clearly it is possible to reverse engineer the Flash runtime and make a compatible player.
While I wish we had released the game six months ago when many more candidates were in the pool, no Pokemon Go hoovering up mindshare, and even more political shenanigans to make fun of I'm glad we got this out in time for the conventions. Like most small studios launching a mobile game we're struggling for visibility and don't have a huge UA budget. If anyone has any feedback on the game I'd love to hear it. I can also answer any questions about development or design decisions.
On top of that is a modern C++11 engine harness that inter-operates with the original code, provides platform services, adds a brand new rendering system and art pipeline for the remastered art, etc.
I'm Mark Cooke, CEO of Shiny Shoe and producer on both the Day of the Tentacle and the Grim Fandango remasters. If anyone has any questions about the production of the remasters I'd be happy to try to answer.
Anecdotally I have some friends writing business software at various BigCo companies that use C#.
Edit: it's perhaps worth mentioning that there is some more nuance to the Unity situation with their IL2CPP tech. Bottom line: engine users are writing C#.
It would be fun to spend some time working in a venture backed company since it's so different from the reality I operate in currently.