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A developer who spent 13 years making his childhood game

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

#101

Earlier quoted context omitted.

Are you sure about the book title? That one is a guide to post ww2 combat whereas this one: The Complete Wargames Handbook http://www.hyw.com/Books/WargamesHandbook/Contents.htm Is about how to make computer war games.

This one: http://www.amazon.com/How-Make-Fourth-Edition-Comprehensive/... Called "How to Make War" and it describes the mechanics, the theory, and the variables that impact the prosecution of warfare. The Wargames book was, in my opinion of course, a derivative which attempted to re-contextualize the information from HtMW into something more directly 'wargame like' but, again in my opinion, it left out too much to be…

I just bought it so I'll see for myself. I'm sure I'll enjoy it.

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

#102

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

And it ends with the Space Harrier theme! Massive pangs of nostalgia just started flowing through me.

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

#103

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…

I don't see any reason there can't be interactive story-driven games. I agree though, games with a pre-defined story, and a path you have to follow, tend to lose a lot of the interactivity one would like in a game.

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

#105
post #93
post #91

Earlier quoted context omitted.

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.

Dunno, I'd say Unity has enough traction behind it to not suddenly disappear. It's a major contender now.

Developers write their own code in unity (C# or JS) as well as bringing in their own assets (music, art, etc). So even if the unity engine disappears, authors will be able to release their work in a meaningful fashion.

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

#106
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?

Extremely late to respond but the most simple example that comes to mind is Chess. Chess is all gameplay and does not rely on fancy graphics/art and there is no real story. It's pure gameplay.

I like games with great core mechanics, balance, etc. Hell I actually value soundtracks over graphics or story.

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