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Jim Dramis

8 bytes added, 19:14, 23 July 2018
Questions and Answers
'''JD:''' Yes, there's a certain ten­sion, a certain risk-reward, and there's a goal. Son1c of these key elements you find in the ac­tual game that you produce - you have a certain tension about doing a game because in your mind there are four or five ob­stacles that you know have to be overcome, and you're not sure you can; it's kind of exciting each day - you never know, how far you're going to get. There's a certain risk because you could spend six months on a project, and it could very easily be a total disaster. Sometimes there's a fine line between a great game and a total wipe-out. There's al­so a goal - finishing the proj­ect - that means making sure it is a marketable, bug-free prod­uct. So you're right - there is a game in creating games.
'''GMK:''' How much of [[Car Wars ]] and Munch Man did you actually do?
'''JD:''' [[Car Wars ]] and Munch Man were basically my own - games that I was responsible for and did the programming on. [[Car Wars]], my first game, was one GROM; that was all programmed in GPL. Prior to actually starting work on the game, I attended GPL classes here and took a couple of weeks just to familiarize myself with the GPL manual and the arachitecture of the Home Computer. Basically I learned the GPL language by doing the programming for [[Car Wars]]. Similarly, with Munch Man, I learned 9900 code [Assenbly Language].
==References==

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