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A developer who spent 13 years making his childhood game

gamasutra.com

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Re: A developer who spent 13 years making his childhood game

#11

Windows-only sigh How difficult would it be to port this? edit: it's not a snarky, rhetorical, question – I really want to play this

So you'd have to port the Multimedia Fusion 1.5 (MMF) engine he used to make the game in. http://en.wikipedia.org/wiki/Multimedia_Fusion

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

Re: A developer who spent 13 years making his childhood game

#12

This article is pretty light on content. Much more interesting is the well-produced video the dev made himself, talking about his experience making the game, and talking about why it took 13 years. The Game That Time Forgot: https://www.youtube.com/watch?v=2b0tSu0QDQ0

RockPaperShotgun article on it: http://www.rockpapershotgun.com/2014/06/18/documentaryised-t...

TiGSource thread: http://forums.tigsource.com/index.php?topic=41361.0

Re: A developer who spent 13 years making his childhood game

#13

This article is pretty light on content. Much more interesting is the well-produced video the dev made himself, talking about his experience making the game, and talking about why it took 13 years. The Game That Time Forgot: https://www.youtube.com/watch?v=2b0tSu0QDQ0

I recommend people take a look. The video is indeed well-produced and the style reminded me of the director of Love Actually and About Time. It was not what I was expecting.

Re: A developer who spent 13 years making his childhood game

#17
post #4

Off Topic: Some people say that Game Development is Saturated, but I believe that there is still a lot to accomplish and still tons of ground braking innovations in every sphere of Game Development are waiting for many more generations of prodigy. Some people say that the Graphics are solved but I believe, we still have miles to go for true realism. Please carry on with the innovations in game dev :)

As an example, Papers Please is a game which has been technologically possible for... maybe even decades. Still a wonderful, fresh game.

Re: A developer who spent 13 years making his childhood game

#18
post #4

Off Topic: Some people say that Game Development is Saturated, but I believe that there is still a lot to accomplish and still tons of ground braking innovations in every sphere of Game Development are waiting for many more generations of prodigy. Some people say that the Graphics are solved but I believe, we still have miles to go for true realism. Please carry on with the innovations in game dev :)

[deleted]

Re: A developer who spent 13 years making his childhood game

#20
That pretty much defines 'art' I think. The artist is compelled to see the vision through, it isn't about the money or the time or the cost. I am quite impressed he stuck it through.

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.

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