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Old 15-07-2011, 09:36 AM   #41
Icewolf
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Quote:
Originally Posted by Lulu_Jane View Post
Interactive movies you say? Sounds eerily familiar to the horrible phase of FMV "games" the industry went through in the mid 90's.

Which proves your point I think
I remember the X-Files game... 8, eight, EIGHT,
=> 8 <=
CDs.


*Klick* Oh, I solved the riddle. *Klick* Oh, I won.
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Old 16-07-2011, 10:08 AM   #42
arete
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Quote:
Originally Posted by Icewolf View Post
I remember the X-Files game... 8, eight, EIGHT,
=> 8 <=
CDs.


*Klick* Oh, I solved the riddle. *Klick* Oh, I won.
the look on your sweet furry face ^^
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Old 18-07-2011, 07:35 AM   #43
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Well, a programmer today has to be very intelligent to understand how Windows API works. This is really complex stuff, where only people with an IQ of 140 or higher pass, and only those who manage to memorize thousands of properties, forms, functions or libraries on their own, can proceed to develop a game.

Don't you guys see the problem? It's like setting up a 100 meter high wall and only people who can climb it may write a poem with a pencil, that is on the top of this wall. Fact is, that only musculous sportsmen will manage to climb up, because they physically are able to, but their poems will be crap!

Thanks for reading.
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Old 18-07-2011, 06:01 PM   #44
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Programming tools available today that weren't available before make programming easier, not harder. Try making Wolfenstein 3D in assembler. Of course nowadays more complicated projects are made, and that's why this tools have been invented.
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Old 19-07-2011, 11:52 AM   #45
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Lol, Japo is still waiting with his tongue hanging out.
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Last edited by Wicky; 19-07-2011 at 12:57 PM.
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Old 20-07-2011, 03:23 AM   #46
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Well, a programmer today...
That's what teamwork is for. Too bad that people (unfortunately that means those who educate!) fail to understand that game designer =/= programmer. He should know the basics to understand how the stuff is built, but he doesn't need to code himself in these days. Today's designers should be like directors / screenwriters / art directors in movies: creating an intersting idea. For coding - you can hire specialists.

(does the above text show that I suck at coding?)
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Old 20-07-2011, 08:54 PM   #47
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That's what teamwork is for. Too bad that people (unfortunately that means those who educate!) fail to understand that game designer =/= programmer. He should know the basics to understand how the stuff is built, but he doesn't need to code himself in these days. Today's designers should be like directors / screenwriters / art directors in movies: creating an intersting idea. For coding - you can hire specialists.

(does the above text show that I suck at coding?)
Hmm, no. I have an entirely different opinion about "teamwork"
It should be possible to write a simple game without the need of a team to work with.

How about Volker Wertich who wrote "The Settlers 1" all by himself?
How about "Bards Tale"?
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Old 20-07-2011, 11:15 PM   #48
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Most of the "shareware" kind of games in the mid '80 early '90 were done by solo coders.

What's your point though? The question goes to both of you. I don't really care about how games are made, what I care about is the result. A solo artist can create something just as mind numbing as a big group.
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Old 21-07-2011, 01:11 AM   #49
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It should be possible to write a simple game without the need of a team to work with.
I thought you have enough examples for this ...in Flash format?
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Old 21-07-2011, 03:09 AM   #50
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