So how were the old games made?
What programming language did the authors use? C, qbasic, pascal maybe?? My question is how were games like dun2, qfg 1, kyrandia, etc made? |
C/C++ and Pascal were the most popular as far as I know. Borland had a big share of the compiler market back then, as did Watcom.
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Borland and watcom were big player in those days.
I could check a individial games though Dune2 is compiled with TCC/BCC (so borland) (version 3.1 it seems) |
Assembly was also involved a lot. Inline mostly, within the C/C++ -code, for hardware access and performance tweaks.
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First there was a light... :blink: o, that's not that story. :D
At the beginning programmers used low level languages (assembly) and some primitive languages too (basic). Later they used C++ as it was much easier to program, and speed was not that terrible. Also a lot of programs/ games where made in combination of these two. |
here is a link, which basically describes the approach of dos-programming:
Dos-Programming according to these information, dos games are done in c/c++ |
QfG with an engine that was written by Sierra, called SCI. It's been reversed engineered and a development tool similar to Sierra's made by Brian Provinciano, called SCI Studio. For the older version (AGI... with the non-popup parser and 16 colors), the same goes, but AGI Studio, done by Peter Kelly and taken over by Nailhead.
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I've always wondered how Kyrandia was made myself. I'd love to make a game like that. The point and click interface was the best of any game made back then, I think. Another game that had an interesting kind of playing surface was Tobin's Progress...no...can't remember the name...but the background was in layers and it scrolled at different speeds as the character walked along. That was more interesting, to me, than 3D scenes.
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That's right....I remember reading that somewhere, could be on the box for the game, which was called Torins Progress, btw. Great game. I wonder how they programmed the parallax scrolling?
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