just out of curiosity by wumpus (2.00 / 0) #1 Sat Jan 26, 2008 at 01:30:03 PM EST
about programming TF2 is ~2000x harder than Combat (I'm assuming the 2600 cartridge). Do they really think they can randomly pull somebody off the TF2 team and get him to write pure assembler code that will fit in a 4k cartridge for a unit that doesn't have a frame buffer? And he can pull that off in 1/2000 the time (maybe (team_size/2000))?

The 2600 was a beast: or maybe more like a mouse coded up to act like a beast. Getting all the housekeeping (inputs, movement, hits, etc.) done during the vertical blank period and then manually drawing each line to the screen is like nothing done today. Comparing any PC game (or likely any Nintendo, Apple, or Atari 5200) to modern games might scale normally by lines of code, but you are comparing an effort to get reasonably fast vs. hard realtime cycle-counted code.

Wumpus



Agreed by joh3n (2.00 / 0) #2 Sat Jan 26, 2008 at 01:53:36 PM EST
And moreover, TF2 has its engine already built.  Most 'A list' games already do (be it Havoc, Unreal, Cry, etc), or are building on a firm engine foundation.

----
I just ate about 7 pounds of meat
-theantix
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indeed by codemonkey uk (2.00 / 0) #6 Sat Jan 26, 2008 at 03:04:06 PM EST
I didn't really agree with his view of programming, and I think his perspective on what is "hard" or not come from the fact he is the sole designer/programmer of a small indie game developer, developing a XBLA platform game.

Not to denigrate his work, but of course programming is easy if the only designer you have to deal with is you, and the only other programmer you have to deal with is also you.

The same argument stands for his view of production.  The production organisation complexity of his project is, well, trivial stood next to the organisational complexity of, say, producing a large team implementing a complex AAA title for multiple platforms, with several major stake holders with fingers in the design pie, who all have to be kept happy, and all have their offices in different time zones...

--- Thad ---
developer of ... ?
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