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The Icon Bar: Games: Are the days of the lone games programmer numbered?
 
  Are the days of the lone games programmer numbered?
  andreww (00:23 23/3/2001)
  davidm (04:26 23/3/2001)
    Max (07:40 23/3/2001)
      rich (10:18 23/3/2001)
        johnstlr (16:01 23/3/2001)
          andreww (20:07 23/3/2001)
            andreww (20:22 23/3/2001)
              ToiletDuck (23:47 23/3/2001)
                johnstlr (09:56 24/3/2001)
                  andreww (14:14 24/3/2001)
                    Wrath (23:03 25/3/2001)
                      Wrath (23:12 25/3/2001)
                        Jan Klose (16:47 26/3/2001)
                          andreww (18:35 26/3/2001)
                            Wrath (21:43 26/3/2001)
                              rich (09:06 27/3/2001)
                                ToiletDuck (15:25 27/3/2001)
                                  Wrath (16:31 27/3/2001)
                                    Max (17:56 27/3/2001)
                                      davidm (10:24 29/3/2001)
 
Andrew Message #85466, posted by andreww at 00:23, 23/3/2001
AA refugee
Posts: 555
Is this the case for RISC OS programmers?
If not, how can we make sure that a sufficiently enthusiastic programmer is supported well enough to focus his/her energies on what they are best at or want to do most of the time?
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David McEwen Message #85467, posted by davidm at 04:26, 23/3/2001, in reply to message #85466
Member
Posts: 100
Is this the case for RISC OS programmers?

Surely this depends on the sort of games that you expect from a lone coder. If we are talking games such as Super Foul Egg, Overload, Wizard's Apprentice... then I would say no. These are the sorts of games that don't really require a team of coders to create. I'm not saying that all a lone games coder can create is a puzzle game, far from it. Mr Driller was initially one guys homebrew game, notable coders such as Crammond still work pretty much alone.

However if you are talking about more professional games - such as Tek & Iron Dignity - then the only way these can be created in any reasonable time frame is to have a team.

In the completely different case of porting a game all you need is one guy.

If not, how can we make sure that a sufficiently enthusiastic programmer is supported well enough to focus his/her energies on what they are best at or want to do most of the time?

Tough question.

I understand how difficult it is to stay focused on the task at hand - I've got far too many distractions wink
I suppose if the coder's strengths lie in gameplay rather than the gfx stuff then having a solid gfx library, either 2d or 3d will obviously help. Other bits and pieces can be gleaned from elsewhere collision detection, lighting routines, scrolling, whatever. However the whole game engine still needs to be created for that game, which means at least some work with areas that the coder may not have strengths or may not be enthusiastic about.

In my case I much prefer writing gfx code to the other stuff. So I tend to focus more time on that. Trouble is that there are other bits that have to be done, You just have to take a deep breath and do it.
If there is only 1 coder then they will at some point have to do stuff they don't like. The only real way this can be avoided is by having more than 1 coder.

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Max Palmer Message #85468, posted by Max at 07:40, 23/3/2001, in reply to message #85467
Member
Posts: 66
Hi

I don't think the days of the lone games programmer are numbered - if, as David says, the project being undertaken is sufficiently small to be coded by one person in a reasonable length of time.

Making libraries available could certainly help. However, I think that there are opportunities for a lone games programmer to team up with one of the established groups (Artex / VOTI) if their idea looks good. The obvious advantage of teaming up is that a game stands a far better chance of being finished, since you become more committed to the project (because other people are also putting in hard work). You also get the chance to draw on other people's skills.

For me, finishing a project is the hard bit - having started coding two games on my own and never finished writing them. Still, there are plenty more ideas where they came from - but next time I'll try to form a team.

Regards,

Max

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Richard Goodwin Message #85469, posted by rich at 10:18, 23/3/2001, in reply to message #85468
Rich
Dictator for life
Posts: 6828
I think that there'll always be lone programmers - we seem to hear that the lone programmer concept is dead about once a year, but v1.0 of a lot of software still comes from a single source, and in RISC OS circles there just aren't enough creatives to make up lots of large teams. But even Linux started as one man's project, and all the contributions require a controller to coordinate what gets put in the new kernel.

I think part of the reason we wanted to start the Coder's Cauldron - and even The Icon Bar itself - was to make sure there's a resource available for programmers (and users in general) to find help and advice about RISC OS machines. So lone programmers don't have to be so, well, alone; there should be someone to answer questions, provide resources, supply documentation. I guess this goes back to the libraries thing - so long as resources are easily available to make development less painful, people might be a little happier slogging away.

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Lee Johnston Message #85470, posted by johnstlr at 16:01, 23/3/2001, in reply to message #85469
Member
Posts: 193
If we're only talking about games programming then I'm afraid my personal view is more pessimistic than the others here - yes I feel the days of the lone coder are all but over.

My reasoning is simple - it's rare now for games such as SFE or Sunburst to be recognised for the very good games that they are. Usually the moment a game like this is release you immediately hear comments of derision such as "oh it's only 2D" or "the graphics don't match those done by professional artists". In such an environment it's difficult to maintain enthusiasm and commitment. Note that I don't condone naff games being sold for high prices but some of the games that full foul of these remarks are free. How demoralising is that?

For me, being invited into the VOTI fold has proven to be something of a lifeline. Nathan's almost relentless encouragement has kept me going at times when giving up on something has seemed the more worthwhile option. I've also had the opportunity to bounce ideas off of people like Andrew and Owain - it makes me feel that what I'm doing is worthwhile.

Finally I couldn't agree more about libraries and the like. I think Coders Cauldron is a smart site. Unfortunately changes in my personal circumstances have meant I've had less participation than I'd like recently but this should change soon.

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Andrew Message #85471, posted by andreww at 20:07, 23/3/2001, in reply to message #85470
AA refugee
Posts: 555
AA and TIB have been very useful indeed in gaining support from other people and provide a greaat service to many users but I got the impression that TIB was intended to be a resource of material for programmers for example but we don't see anything like freely downloadable graphics or sound there which would be a great asset in my opinion.
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Andrew Message #85472, posted by andreww at 20:22, 23/3/2001, in reply to message #85471
AA refugee
Posts: 555
It's also difficult to maintain motivation when lone programmers have to do the bulk of the work themselves. I'm sure Owain has felt all of this before.
It's good to hear therefore when others are working along similar lines as it feels like you're working towards something important as Lee says. Over the past year or so, the uncertainty in the market has not been encouraging for people wishing to continue with their efforts either so again it's nice to know you're not alone :-)
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Mark Quint Message #85473, posted by ToiletDuck at 23:47, 23/3/2001, in reply to message #85472
Ooh ducky!Quack Quack
Posts: 1016
hmmm
I can see that it must be very hard for a single programmer continually working without support, especially where people have other commitments, which we have seen a little with the Risc GeL project unhappy but if we can find further people to give support in some way then we will begin to get the Super Foul Eggs of games and other software grin
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Lee Johnston Message #85474, posted by johnstlr at 09:56, 24/3/2001, in reply to message #85473
Member
Posts: 193
AA and TIB have been very useful indeed in gaining support from other people and provide a greaat service to many users but I got the impression that TIB was intended to be a resource of material for programmers for example but we don't see anything like freely downloadable graphics or sound there which would be a great asset in my opinion.

The problem is that someone has to create them. TIB can only provide the place to host them.

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Andrew Message #85475, posted by andreww at 14:14, 24/3/2001, in reply to message #85474
AA refugee
Posts: 555
There are certain resources from ftp sites and maybe there are some kind donors with things sitting on their hard drives.
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Nathan Message #85476, posted by Wrath at 23:03, 25/3/2001, in reply to message #85475
Member
Posts: 155
Making libraries available could certainly help. However, I think that there are opportunities for a lone games programmer to team up with one of the established groups (Artex / VOTI) if their idea looks good. The obvious advantage of teaming up is that a game stands a far better chance of being finished, since you become more committed to the project (because other people are also putting in hard work). You also get the chance to draw on other people's skills.

For me, finishing a project is the hard bit - having started coding two games on my own and never finished writing them. Still, there are plenty more ideas where they came from - but next time I'll try to form a team.

I thought you were working for Artex?

Anyways, currently there is a grim circumstance that there are so few games coders and graphics artists in RO land that the chance of another group are very slim, I wish it wasn't like this as I'd like VOTI to help other groups in return for there help. Now VOTI is largely on it's own.

My experiences of another group (that have largely disbanded) also highlight the need for some sort of team hub much like I operate within VOTI. This other group just didn't have a central person to do all the crap that needs doing and it fell to bits. The job I do is immensely easy as far as I see it and don't see why there aren't more people like me in RO land.

The BIG problem that we now have is that time it critical and everyone is doing things in their spare time but sometimes the graphics artists are too busy or the coder is and one holds the other back, it is frustrating but there is nothing that can be done. It has also come to light that RO has many shortcomings while trying to knock out a half decent game.
The first shortcoming is the crap support for movie players on RO and it is proving difficult, likewise the number of people involved in a project is large now due to the small amount of time people have. Artex have it better as their games are destined for other markets but VOTI's aren't so hence the amout of cash people get will be small, the more people, the smaller the amount and the less interest people have in it.

Sorry, I'm waffling smile

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Nathan Message #85477, posted by Wrath at 23:12, 25/3/2001, in reply to message #85476
Member
Posts: 155
If we're only talking about games programming then I'm afraid my personal view is more pessimistic than the others here - yes I feel the days of the lone coder are all but over.

I am starting to agree with this. I know a number of lone coders who have now abandoned their projects because they feel a lack of support not that anyone knew about their projects to support them!
There are few left, Bill Kotsias springs to mind as well as Matt-tymaja.

My reasoning is simple - it's rare now for games such as SFE or Sunburst to be recognised for the very good games that they are. Usually the moment a game like this is release you immediately hear comments of derision such as "oh it's only 2D" or "the graphics don't match those done by professional artists". In such an environment it's difficult to maintain enthusiasm and commitment. Note that I don't condone naff games being sold for high prices but some of the games that full foul of these remarks are free. How demoralising is that?

Exactly. You can't release a game without bad criticism by a stupid few. You always get someone saying just ignore them but you can't. These comments are hurtful. You always get the "If this was a PC game then it'd be free", which sucks. If you were comparing RO to the PC world then it'd be dead as there isn't anything killer on it.
These doom spreaders seem to get a kick out of kicking coders mentally. I can name a few doom-sayers, thankfully most of them have gone to other platforms (Linux), sadly most people have gone.

For me, being invited into the VOTI fold has proven to be something of a lifeline. Nathan's almost relentless encouragement has kept me going at times when giving up on something has seemed the more worthwhile option. I've also had the opportunity to bounce ideas off of people like Andrew and Owain - it makes me feel that what I'm doing is worthwhile.

Finally I couldn't agree more about libraries and the like. I think Coders Cauldron is a smart site. Unfortunately changes in my personal circumstances have meant I've had less participation than I'd like recently but this should change soon.

Although libraries help I think there needs to be both helpful sources and a helpful group to maintain enthusiasm and to get around this lonely effect that hits coders. I am glad that Lee and Andrew have seen help in the VOTI stable, I don't know if Owain would still be in RO land if he had remained on his own but we've got things planned. I HOPE the market doesn't die.
I also HOPE that any lone coders or artists or whatever step forward and ask for help. VOTI will help where we can, we don't need cash or you to splash VOTI everywhere, we are here for the market!

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Jan Klose Message #85478, posted by Jan Klose at 16:47, 26/3/2001, in reply to message #85477
AA refugee
Posts: 42
I like to compare creating a game with creating a movie: There are many areas where specialists are needed, and the result is only good when specialists are doing the job. I don't think a single programmer can produce a great game (in most cases! smile but I am sure that a team of, say, three people can do a very good job, if one of them is a good coder, one is a graphician and one a musician. My experience shows that these areas can't be covered by just one person. I think Destiny might be an example for this: A very talented coder, but the graphics were not that nice, and the sound/music could have been far better.
Further, one person does not seem to be enough to make a good-looking game *playable*, another thing Destiny did not manage. If there's more than one person involved in a project, the chance of the game having good gameplay improves.
And hey, if you have a vision, you'll be able to find one or two talented guys/girls who'll share it? :-)
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Andrew Message #85479, posted by andreww at 18:35, 26/3/2001, in reply to message #85478
AA refugee
Posts: 555
The only difficulty is finding people who are prepared to work on the project and be committed.
Nathan could probably write an article on this but certain people say they're interested or ask moe and then never reply or even both to say why they're not interested!
Others, just either don't have the time or put the project at the bottom of their list of priorities.
This can be disheartening and being in a group with a definite core is reassuring which links to the team hub idea which Artex, VOTI and perhaps a couple of other groups have.
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Nathan Message #85480, posted by Wrath at 21:43, 26/3/2001, in reply to message #85479
Member
Posts: 155
The only difficulty is finding people who are prepared to work on the project and be committed.
Nathan could probably write an article on this but certain people say they're interested or ask moe and then never reply or even both to say why they're not interested!

I could write an article on it wink

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Richard Goodwin Message #85481, posted by rich at 09:06, 27/3/2001, in reply to message #85480
Rich
Dictator for life
Posts: 6828
I could write an article on it wink

Right, I'm calling your bluff, winkey or no! Article, please!

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Mark Quint Message #85482, posted by ToiletDuck at 15:25, 27/3/2001, in reply to message #85481
Ooh ducky!Quack Quack
Posts: 1016
'me thought i could see an article coming on smile
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Nathan Message #85483, posted by Wrath at 16:31, 27/3/2001, in reply to message #85482
Member
Posts: 155
I knew I'd get that job wink
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Max Palmer Message #85484, posted by Max at 17:56, 27/3/2001, in reply to message #85483
Member
Posts: 66
Making libraries available could certainly help. However, I think that there are opportunities for a lone games programmer to team up with one of the established groups (Artex / VOTI) if their idea looks good. The obvious advantage of teaming up is that a game stands a far better chance of being finished, since you become more committed to the project (because other people are also putting in hard work). You also get the chance to draw on other people's skills.

For me, finishing a project is the hard bit - having started coding two games on my own and never finished writing them. Still, there are plenty more ideas where they came from - but next time I'll try to form a team.

I thought you were working for Artex?

I am - as a graphic artist. However, I also happen to be a software engineer (by trade). In actual fact I ended up working with Artex after I contacted Jan about the suitability of the Ankh engine for developing a new adventure game. That never progressed, since rapidly moved into TEK development.

The projects I refer to were started long before the TEK stuff. I attempted to write a massive text adventure game using ALPS, called Kalkazor. It is pretty good, even if I say so myself. It took well over 5 years of my time, has over 450 location and well over a meg of compressed text (i.e. size of a novel) - but I never quite finished it (only got to 90% complete ;-) !).

The other project I started was a Dune II style (top down) strategy war game. I got quite a long way with the graphics engine (pretty much complete) but gave up after failing to track down a killer bug that would appear 'randomly' (i.e some time between 5 minutes to a few hours after starting a game). Risc OS needs decent debugging tools ...

I have other projects I would like to kick off, but they will have to wait until TEK is polished off.

Regards,

Max

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David McEwen Message #85485, posted by davidm at 10:24, 29/3/2001, in reply to message #85484
Member
Posts: 100
The other project I started was a Dune II style (top down) strategy war game. I got quite a long way with the graphics engine (pretty much complete) but gave up after failing to track down a killer bug that would appear 'randomly' (i.e some time between 5 minutes to a few hours after starting a game). Risc OS needs decent debugging tools ...

Don't get me started on RISC OS debugging tools... I just spent about 20 hours of my spare time tracking down a bug in a RISC OS build of unarj. It would have been much much less if we had anywhere near the level of debugging available on PCs and I could have spent time on other things.

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The Icon Bar: Games: Are the days of the lone games programmer numbered?