There was a short 30min documentary on Ch5 in the UK last night, about the guys who made the game ‘Elite‘. They were 2 college kids from Cambridge, UK. One of the best facts from the program was that when they released the game, there were 150,000 BBC computers in the UK. And their game sold 150,000 copies. Now THAT is a hit game. That makes World Of Warcraft look like barbies riding school.
The bits I enjoyed hearing about was how obsessed theyr were with optimising the code and getting the machine to do much more than anyone had before. They had no debugger, and no tools. If the game crashed, they couldn’t step through code line by line as we do now, they had to stare at the code (all 16k of it) until they found the bug. That’s serious hardcore programming. I managed to code 4 games before I worked out how a debugger worked. I never even saw people step through code until I got my first job at Elixir. Sad eh? It’s MUCH easier with breakpoints and a debugger, trust me!
I miss the days of having to optimise code to oblivion. I love reading about tricks like compiled sprites and loop-unrolling, even though many of them are irrelevant now. I’m not the worlds best programmer, but I have managed to code some pretty optimised stuff now and then. I’m very happy with the particle systems I’ve coded, especially how well they run on low spec machines. Given no worries about actually finishing games and shipping them to bring in some rent-money, I think I’d happily spend ages ripping out huge parts of my games are re-optimising the, just for the hell of it. One day maybe…