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MegaZeux: Game creation system released in 1994 and still being developed today

digitalmzx.com

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Re: MegaZeux: Game creation system released in 1994 and still being developed today

#2
Another system like this is BYOND [0] (which stands for "Build Your Own Net Dream".) I think it started in 2001.

It has a number of problems, but there are a few games with fairly active communities that are built on top of BYOND, like Space Station 13. [1]

[0]: http://www.byond.com/ [1]: https://spacestation13.com/

Re: MegaZeux: Game creation system released in 1994 and still being developed today

#4
somewhat buried in the helpfile is context (pasted below). Seems to be based on Tim Sweeney’s first attempt at gamedev, a text editor in Pascal that he turned into a game called ZZT[1]. Users could create their own games with the scripting language. MegaZeux is an offshoot.

    Overview of MegaZeux

    ...

    As you may already know, MegaZeux is a game system which
    allows you to play almost limitless worlds with
    dated-yet-charming graphics and with excellent digitized music
    and sound. Not only are there several MZX worlds out there
    already, but new worlds are being uploaded to large websites
    like DigitalMZX. However, the best feature of MegaZeux is the
    World Editor.
    
    Using the World Editor, ANYONE can create the world of their
    dreams. Make it as simple or complex (well, almost), as easy
    or difficult, as long or short as you please. We aren't just
    talking about worlds made up of petty, pre-programmed enemies
    and objects; MegaZeux has its own, easy-to-use PROGRAMMING
    LANGUAGE called Robotic that allows you to create objects,
    engines and worlds that do almost anything you desire. Not only
    can you make your own game with the editor, but every world
    MegaZeux can play can be opened in the editor. Take a look at
    how other games tick!
    
    For the newest user, it's recommended that you play Caverns,
    the first ever MegaZeux game, to get the feel of simple yet
    well-designed games in MegaZeux. You may wish to read the help
    section entitled "Controls" to learn how to play MegaZeux.
    
    If you're more adventurous, start with a more complex game like
    Demon Earth or Bernard the Bard, or a prettier game like & or
    Fritz Blitz to see what kind of graphics functions, bells and
    whistles MZX can offer.
    
    Once you have the feel for the game, feel free to dive into the
    World Editor and get messy! You should probably read the help
    section entitled "The World Editor" first.
    
    To go to one of these sections now, hit Enter after aligning
    the arrows with one of these choices. Press ESC now to exit to
    the game.
[1]:https://en.wikipedia.org/wiki/ZZT

Re: MegaZeux: Game creation system released in 1994 and still being developed today

#6
Ahaha, I wondered if MegaZeux would ever make it to HN. Which one of us posted this? Been using MZX for 20 years. It’s what got me into programming. It’s a treasure.

There’s something about the programming model (“robots” so easily model people conversing and doing silly things) that allows you to just casually sketch out whatever’s in your head. That’s given rise to so many quirky, funny games for this system in a style that might never be made in any other context, except of course its predecessor ZZT. Dive into the archives and have fun.

The community, to my knowledge, still meets up yearly and also has impromptu hour-long game jams.

Re: MegaZeux: Game creation system released in 1994 and still being developed today

#7
I was into ZZT and so I got the first version of MZX back in 94. I played with it a lot, though never really finished and released anything major. Some version of the game I’m in the credits as a beta tester.

While I was doing BASIC and stuff before then, ZZT and MZX definitely pushed me along the programming path even more strongly.

Re: MegaZeux: Game creation system released in 1994 and still being developed today

#8

Ahaha, I wondered if MegaZeux would ever make it to HN. Which one of us posted this? Been using MZX for 20 years. It’s what got me into programming. It’s a treasure. There’s something about the programming model (“robots” so easily model people conversing and doing silly things) that allows you to just casually sketch out whatever’s in your head. That’s given rise to so many quirky, funny games for this system in a s…

Me too, this was one if the first things I learned to program. This and MIRC scripting.

Re: MegaZeux: Game creation system released in 1994 and still being developed today

#9
I used to be a part of the MegaZeux community years ago. It was a group where curious creatives would come together and learn how to program or to create digital art. The releases for MegaZeux have been plagued with demos, "engines", and utilities. Relatively few finished games have actually been released, which really isn't surprising considering how complicated games can be. But it was a great and supportive community where people cut their teeth learning game development concepts.

It's interesting to see some go on to bigger projects in programming (Gilead Kutnick aka Exophase) or music (Sai'ke, Emalkay), and animation (can't remember the name of who I'm thinking of for this one in particular, but he released some very well-made animations on Newgrounds before entering the industry).

MegaZeux has a built in language called Robotic that was basically a limited BASIC, but organized in entities called "robots". There were also graphical hacks that let developers adjust the appearance of the ASCII characters or change the color palette. There was a lot to it for the time.

The Day of Zeux, or "DoZ", was always a fun test where teams would organize and create a game in 24 hours based on a specific topic given by judges. My first entry humbled me pretty hard since I went into it cocky about my capabilities, but my teammates abandoned development and we came in dead last. I tried in a later year and my team then created a game about escaping from a prison, which even had multiple endings. We didn't win, but we were near the top that time.

If it wasn't for MegaZeux, I probably wouldn't be a full time developer today.

I hope college went well for RoSS. Also, long live Frozen Cow Industries

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