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‘Braid’ creator sacrifices his fortune to build his next game

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Re: ‘Braid’ creator sacrifices his fortune to build his next game

#161
post #45

Earlier quoted context omitted.

Haven't many tried, and failed, to compete with C++ when it comes to gaming?

As a C++ fan in the C vs C++ discussions, I remember the days it was despised by game developers...

Just because they use it doesn't mean it's not still despised :)

Until very recently C++ has been the best tool for the job (or more usually C++ and Lua or other scripting language).

Re: ‘Braid’ creator sacrifices his fortune to build his next game

#162
post #3

One of the contributors is creating a video game from scratch in a series of videos. http://handmadehero.org He just did day 60 today. It's probably going to take at least a year. It's quite educational to start from scratch without any libraries.

Cool project, thanks for the link !

Re: ‘Braid’ creator sacrifices his fortune to build his next game

#163

Earlier quoted context omitted.

You and I read his advice quite differently. Once you quite your job to pursue your dream you have a finite runway determined by your savings and minimum expenses. He is suggesting you use that runway to build you dream instead of using it to try to get funding for a longer runway.

But what if your dream isn't profitable?

Then you had the wrong expectations.

Re: ‘Braid’ creator sacrifices his fortune to build his next game

#164
post #50

Earlier quoted context omitted.

This is very true. However, I recall it being in the first crop of commercially successful indie games: World of Goo, Super Meat Boy, Castle Crashers, Braid.

Doom was pretty commercially successful...

Doom was not indie. It had a publisher, for one thing. (GT Interactive)

Re: ‘Braid’ creator sacrifices his fortune to build his next game

#165
post #50

Earlier quoted context omitted.

This is very true. However, I recall it being in the first crop of commercially successful indie games: World of Goo, Super Meat Boy, Castle Crashers, Braid.

Doom was pretty commercially successful...

Doom was not indie. It had a publisher, for one thing. (GT Interactive)

Re: ‘Braid’ creator sacrifices his fortune to build his next game

#166
post #82

Earlier quoted context omitted.

I imagine it's because you need to save for your kids to go to school, college, and to generally ensure their well being, and those things have a pretty set timeline. That being the case, taking the risks of pouring all your money into creative endeavors doesn't appear to be a particularly responsible thing to do as a parent. Of course, there's a balance to be had.

Lots of places have free education and healthcare. Even the US seems to be be slowly approaching the western median safety net level there with the path started by Obamacare and plummeting bang for buck of college education... Increased risk tolerance helps on many fronts.

Even with free education, food and healthcare, the parents who save more resources for their children will do better for them than those who don't.

Re: ‘Braid’ creator sacrifices his fortune to build his next game

#168
post #136

Earlier quoted context omitted.

Then it was just a bad dream

This is a bad statement. Without your "bad dreams" we wouldn't have the Red Cross, Kiva, Linux (or a majority of *nix releases), GPG (or lots of other OSS projects), One, Doctors Without Borders (or any number of other non-profit organizations), immense amounts of historically important art, music, documentaries, museums... Some of the best, most important dreams in human history weren't profitable.

The Red Cross was built with fck u money. Dun ant was already wealthy

Re: ‘Braid’ creator sacrifices his fortune to build his next game

#169
post #45

Earlier quoted context omitted.

As a C++ fan in the C vs C++ discussions, I remember the days it was despised by game developers...

Just because they use it doesn't mean it's not still despised :) Until very recently C++ has been the best tool for the job (or more usually C++ and Lua or other scripting language).

What I meant is that I already went through three generations:

- Proprer games are written in Assembly, while AMOS, Turbo Pascal, C, GFA Basic, Turbo BASIC are for wannabe game developers

- Proper games are written in C, Turbo Pascal, AMOS with some Assembly while C++ is too bloated.

- C++ with some Assembly is the proper way, while Java, C#, Go, ... are too bloated.

So it is always kind of interesting to see what the current generation says.

Re: ‘Braid’ creator sacrifices his fortune to build his next game

#170

Earlier quoted context omitted.

I really like his attitude on the turing-complete compile time metaprogramming feature: 'Yes you can shoot yourself in the foot, hang the compiler, and launch missiles at the same time. You're a good programmer or you wouldn't be using this language. So don't do that. If you do, don't do it again.' That's not always a good attitude to have in software development, but a modern language that backs away from the "wrap…

Are there any common languages that allow you to do compile time metaprogramming in the language itself? I'd like to write little miniprograms which output source code and get evaluated at compile time. For example: #include #include #COMPILETIME int fib(int n) { if(n and then at compile time that would get run and the source could generated would be: int fib(int n) { switch(n) { case 0: return 0; case 1: return 1; c…

You can achieve this effect in any common language with a Makefile.
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