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.
What about Doom, Wolfenstein, Duke Nukem, etc? Or Elite? All pretty indy and commercially successful.
‘Braid’ creator sacrifices his fortune to build his next game
91–100 of 175 posts
Re: ‘Braid’ creator sacrifices his fortune to build his next game
#92Here's a nice thread about Jonathan Blow's view on investing: https://news.ycombinator.com/item?id=2198255 you are better off taking the mental energy you would have expended on "investing" and subsequently worrying about your money, and instead funneling it into your creative endeavors. You will make more money that way, especially when you take a long-term view. ... If creative endeavors are profitable, you can use…
This is good advice for a very narrow segment of creative people and not everyone at large. It's terrible advice for people with children, for example.
Re: ‘Braid’ creator sacrifices his fortune to build his next game
#93Jonathan Blow is also passionately into the creation of a new programming language to compete with C++, with an emphasis on performance and ease of use. https://www.youtube.com/user/jblow888/videos
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…
#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;
case 2: return 1;
case 3: return 2;
case 4: return 3;
case 5: return 5;
case 6: return 8;
... etc up to i=29...
default: return fib(n-1) + fib(n-2);
}
}Re: ‘Braid’ creator sacrifices his fortune to build his next game
#94Here's a nice thread about Jonathan Blow's view on investing: https://news.ycombinator.com/item?id=2198255 you are better off taking the mental energy you would have expended on "investing" and subsequently worrying about your money, and instead funneling it into your creative endeavors. You will make more money that way, especially when you take a long-term view. ... If creative endeavors are profitable, you can use…
Sure, money is fictitious and meaningless once you've moved into the f-you echelon. By definition. Perhaps for that segment piping it into creative endeavors is fulfilling and worthwhile. For everyone else for whom money is a meal, rent, or essential good instead of an expletive, who cannot afford to take an ethereally long-term view, this advice is out of touch with reality if not plain dangerous.
Re: ‘Braid’ creator sacrifices his fortune to build his next game
#95One 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.
I've been thinking of binge-watching this rather than Netflix shows :D I'm not into game development or C... but it looks so well done I'm sure I'd learn tons... even just watching it casually.
Re: ‘Braid’ creator sacrifices his fortune to build his next game
#96Earlier 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…
Re: ‘Braid’ creator sacrifices his fortune to build his next game
#97Earlier 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…
Re: ‘Braid’ creator sacrifices his fortune to build his next game
#98Earlier 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…
In particular string mixins will do what you want; they will also do much more, like for instance include external files written in domain specific languages and compile them in native D code; all this is done by the compiler, using language facilities, without external tools.
(These is not some theoretically cool feature; it's used in real world code, like dproto, which compiles protobuf definitions into native code, or HTML templating engines which compile templates to the equivalent of Java servlets)
Re: ‘Braid’ creator sacrifices his fortune to build his next game
#99Earlier 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…
That feature is called compile-time function evaluation, and there are a bunch of languages that support CTFE[1]. Blow's language has, from what I've seen, the cleanest CTFE syntax and most straightforward usage approach. In terms of what you can use today, check out D[2] (which has multiple competing ways to do CTFE).
[1]: http://en.wikipedia.org/wiki/Compile_time_function_execution [2]: http://dlang.org/
Re: ‘Braid’ creator sacrifices his fortune to build his next game
#100"Jonathan Blow's beautiful, distinct 2008 platformer Braid is largely regarded as the original indie game" Really? I find this difficult to believe, considering the success of Cave Story back in 2004.
I played indie games in 1981. Making indie games by 1982. Selling my own indie games by late 90's. so yes this another case of the "kids are so cute, thinking Katy Perry invented rock-and-roll" pattern.
I'm pretty sure industry comparisons with indie filmmakers and indie music bands started before Braid (IndieCade was founded in 2005), but as a widely used and popular term, I think it's fair to choose 2008 as a turning point [1], and Braid as the poster child.
[1] http://www.gamasutra.com/view/feature/132041/the_state_of_in...