kwramm

joined 2 years ago
[–] [email protected] 2 points 1 week ago (1 children)

@[email protected] hah! I remember this. I had a Game Gear, the Master System adapter and a U IV cartridge... but even in my early teens my eyes weren't up to all that small text. And after about 10 mins you had to pop another 4 AA batteries into the Game Gear anyway

[–] [email protected] 1 points 2 months ago

@[email protected] SSI had the best copy protection in the 80's. Those games were so text heavy, rather than shipping more floppies, they shipped huge manuals and the game was like "just read pages 89-91 for dialogue".
Disassembling a code wheel and taking it to the copy machine was one thing. But a 100 page manual?

[–] [email protected] 1 points 6 months ago

@[email protected] Space Quest III - and despite the fact they their take on game development wasn't too far from reality, I still ended up developing games

[–] [email protected] 1 points 7 months ago

@[email protected] she's making progress quite fast. Also kudos for outlining the fog-of-war algorithm.

[–] [email protected] 1 points 9 months ago (1 children)

@[email protected] Game artists really need to read this. Too many "realistic" games where the castles look like out of Disneyland and ships are shoeboxes with toothpick masts

[–] [email protected] 3 points 10 months ago (3 children)

@[email protected] I've been there... those weren't good years for academic excellence