Live data from Hacker News

A developer who spent 13 years making his childhood game

gamasutra.com

31–40 of 106 posts

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

#31

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

Wine is always worth a try.

If there are any problems, (1) make a reportable Wine bug (2) report it to the dev, who may be able to help.

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

#32
post #8
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 :)

Graphics is important and I believe we will continue to see further innovations in this space. 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.

If you enjoy ME, be sure to try Star Wars: Knights of the Old Republic I & II, which easily measure up. I'd say even better, but that might be my fondness for that particular universe (the universe of KotOR is much richer than that of the movies).

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

#33
post #3

Earlier quoted context omitted.

I wonder if all developers could be roughly split into two groups: those who have lots of small initial projects and those who have mostly one big project (also unfinished but with more progress).

I'd put all people, including non-developers, into two groups. Those who finish their side projects and those who don't. The size of the first group is very, very small.

You must be careful about that distinction - some projects are never "finished". Especially in the case of code, where the traditional definition means less "complete" and more "unsupported and unmaintained", i.e. analogous to "dead".

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

#34

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 w…

Similar story, I got hired by a game development company to make a strategy game involving an aircraft carrier, a ton of aircraft and all kinds of boats and characters. When it was done it was a mini multi-tasking operating system, it taught me more than any project that I'd done up to that point. And the fact that it all played out in real time on a screen made it very easy to see if it wasn't keeping up.

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 :)

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

#35

Earlier quoted context omitted.

Heh. 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.

Do you know what happened to the project to redo GG2 in Python?

It got abandoned after a bit. Nobody is willing to do the work needed to "finish" it.

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

#36
post #8

Earlier quoted context omitted.

Graphics is important and I believe we will continue to see further innovations in this space. 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.

If you think ME is the epitome of storytelling in digital gaming, I highly suggest you grab Planescape:Torment from Good Old Games[0]. And grab a few mods to modernize the experience[1]. 0. http://www.gog.com/game/planescape_torment 1. http://www.gog.com/news/mod_spotlight_planescape_torment_mod...

So true! I still have the game box sitting on the shelf for this! It's been ages since I played it through, but it is still the game I look back at the most fondly!

Never realized there was a push to mod the game so extensively. Gonna have to give these mods a try and replay this one!

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

#37

I've been working on a roguelike for, I think, about 14 years now. It's gone through several rewrites, different languages, different UIs, and it's never come close to being done. These days, I tend to think of it more as a garden: something for me to putter around in but not as much a product (though I would love to get it to a point where other people can play it).

I have a similar game. I have a text based online football game, and can relate a great deal to many things he said, like the albatross.

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.

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

#38
post #3

Earlier quoted context omitted.

I wonder if all developers could be roughly split into two groups: those who have lots of small initial projects and those who have mostly one big project (also unfinished but with more progress).

I'd put all people, including non-developers, into two groups. Those who finish their side projects and those who don't. The size of the first group is very, very small.

Doesn't that tie to his point about ambition? People with side projects with huge ambitious goals don't complete them, because the goals are so large.

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.

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

#39
post #25

Earlier quoted context omitted.

No idea; a quick Google tells me there were some compatibility issues http://community.clickteam.com/threads/34059-MMF-1-5-to-MMF2...

Heh. 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.

[deleted]

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

#40

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

Game looks pretty cool actually from the video!
Post reply on HN