I'm reading and watching stuff about 80s and early 90s game development, and it's stuff like this:
"Spluvix Games was founded by high school buddies John and George in George's parents' basement.
In their first year, they programmed five games, including Spling! and Gorgon, which each sold about 100k copies at $70 each. So they hired about fifty more people and moved the company to a business park near Santa Clara.
They made games for the Apple II, Commodore, and Cromvax XQ17. Cromvax left the microcomputer business in '89 and went back to making bathtubs.
As for me: After high school, I worked as a used car salesman and pearl diver before getting a job selling imported Japanese POS systems in Minnesota.
I was 22 and newly married when I saw a newspaper ad from Spluvix and applied.
I drove down to Santa Clara and visited them in their offices. Of course, everyone smoked, including the dog and most office plants. I was hired on the spot. So my wife and I moved into a beach-front condo nearby.
The newly enlarged company required middle management, so they hired Shivering Steve, an obvious serial killer. Steve forbade us from sleeping or going to the bathroom, which was maybe harsh, but Spluvix did make 9 games that year.
I taught myself Cromvax assembly code by reading the manual back to front. My first game, Plop!, sold pretty well, so it was followed by Plop! 2!, Super Plop! and PlopMania all in that same year.
In Plop! you control a piece of cheese that is also a used car salesman. You have to jump on cars to avoid triangles. It's a beloved classic.
I made five more games for Spluvix, including Rodeo Ron and ZigZog. I was paid $10k a year, which was enough for us to buy a house in the suburbs and raise our three children.
In '92, Spluvix entered an agreement with a French occult society to co-produce an ambitious FMV game called "Atmospheres". The game took five million dollars and three years to make, shipped on six CDs, and sold 71 copies.
Spluvix was then bought by Activision. Shivering Steve eventually went off to found QuasarCom, a top five mobile free-to-play games company."
And nowadays it's more like:
"Our team consists of five people with masters degrees from good universities, which we were able to parlay into a series of unpaid internships at Ubisoft. Eventually, some of us got actual jobs there!
After seven years of working QA at minimum wage, we decided we wanted to go Indie, so we convinced our parents to re-mortgage their houses and started working on our game. Remotely from our bedrooms, of course.
Our game "Harmonies of Edernity" is a 2D legacy roguelike soulslike about sad feelings, featuring full voice acting, 173 beautiful illustrations, and nine characters to choose from, all with detailed tragic backstories.
After five years of development, supported by a generous government grant of $500 and a stick of gum, we released our game on Steam, where it sold 71 copies. We are now all unemployed, in debt, and applying to any and all jobs we can find."
Addendum about the Italian Plop! games: Because of a quirk in distribution arrangements, Castello S.r.l. retained full rights to Plop! in Italy. They created two additional games, "Il Castello di Plop!", a reskin of PlopMania, and "Il Mondo di Plop!" which was a wholly new game.
In these games, Plop is the name of the main character, who is unnamed in the originals.
Il Mondo di Plop! was later translated into English and sold in some countries as "Plop 2". This is the version of Plop! modern readers are most likely familiar with.
Oh wow, this thread is doing numbers. Check out my game, I guess?
So the save system in my game is too slow, causing lag spikes during play. To make it go faster, I'm working on a versioning system for large game entities so they only need to be saved if they've changed.
This all Worked Fine On My Machine, so I put out a beta, which immediately started producing a lot of error reports. Airship entities changing all over the place without their versions getting incremented, messing everything up.
So I spent the whole day today first trying to reproduce these problems, then tracking down every case where these changes could possibly happen and making sure the version got incremented. I didn't find anything.
Watched the GDC postmortem on the original Deus Ex -
What struck me again is the way they designed the levels. In basically all other games, I can't help but constantly see the level designer's intent. They don't feel like real spaces.
Deus Ex's levels were still fairly limited and heavily depopulated due to performance limitations, but I don't feel like I'm following a path carefully pre-planned by the level designer. I can actually roam and figure things out for myself.
And not every room has a purpose to be decoded. There's a bathroom in a club because it makes sense for there to be one.
And at the same time, the levels still work as game levels. You do progress, even if you don't notice it. There are obstacles and ways to overcome them.
OK, I'm doing laundry, so for entertainment, here's:
One like -> One game idea
My head is very full of far more ideas than fit into a lifetime. So maybe if I share them it's inspiring or amusing. #gamedev#games
Spacecraft Simulator
There's train and farming and driving sims. Trains and tractors and cars have fan bases. So do spacecraft. Why isn't there a high-quality realistic spacecraft sim? I want the experience of flying Vostok 1 and Apollo 11.
Asynchronous Murder Mystery
Set in your standard British mansion with the usual cast of characters. Player 1 commits a murder, then sends the game state to player 2 who must attempt to solve it.