Live data from Hacker News

A developer who spent 13 years making his childhood game

gamasutra.com

91–100 of 106 posts

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

#91

Earlier quoted context omitted.

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.

Considered a ground-up rewrite using something like Unity? They have some kickass 2D tooling now, plus you get physics for free

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

#92

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…

I had a similar thought when I watched the video. Actually, I thought about the concept of 'Quality' as introduced in Zen and the Art of Motorcycle Maintenance. Two moments in particular: - 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, t…

[deleted]

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

#93
post #91

Earlier quoted context omitted.

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

Considered a ground-up rewrite using something like Unity? They have some kickass 2D tooling now, plus you get physics for free

Unity is closed-source; I'll bet in ten years we'll see the same thing happening again, with people trying desperately to find some way to run these old games that were developed on the no-longer-supported Unity platform.

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

#94
post #49

Earlier quoted context omitted.

> a text based online football game What? Can you describe it differently? I have no concept of how this could be played.

You are the GM of a team. You play against 31 other players in a professional league. You sign free agents, draft players, deal with injuries, choose plays for your team to run, when you want. Every real day, is a game "week" so you play a game a day, unless it's the offseason. 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 fr…

[deleted]

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

#95
post #65

Earlier quoted context omitted.

I feel exactly the opposite. To hell with graphics and story-telling - I want to play a GAME with good GAMEPLAY

What exactly does that mean?

Maybe he means that, when he wants to be told a story, he reads a book or watches a movie, and when he wants to play a game, he plays a game. I feel mostly this way myself: when I want to do something interactive, I want to do something interactive, not watch cutscenes or listen to or read dialogue. I guess this is why singleplayer story-driven games have never interested me very much, and why I prefer multiplayer games or open-ended singleplayer games (like sports or flight sims back before online games). Sometimes playing singleplayer, story/exploration-driven games feels like more work than play to me. There's 5 different branches in this dialogue tree; if I skip some, what if I miss some important detail, or something amusing? Better sit through all of them...then maybe I can get back to playing the game.

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

#96

Earlier quoted context omitted.

What exactly does that mean?

Maybe he means that, when he wants to be told a story, he reads a book or watches a movie, and when he wants to play a game, he plays a game. I feel mostly this way myself: when I want to do something interactive, I want to do something interactive, not watch cutscenes or listen to or read dialogue. I guess this is why singleplayer story-driven games have never interested me very much, and why I prefer multiplayer ga…

This makes sense from the narrow perspective that a compelling story has to be told through cutscenes or dialogue.

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

#97
Dang. Props to the guy for seeing this through to the end.

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

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

#100
post #49

Earlier quoted context omitted.

> a text based online football game What? Can you describe it differently? I have no concept of how this could be played.

You are the GM of a team. You play against 31 other players in a professional league. You sign free agents, draft players, deal with injuries, choose plays for your team to run, when you want. Every real day, is a game "week" so you play a game a day, unless it's the offseason. 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 fr…

that's amazing
Post reply on HN