On 12/16/2021 at 9:19 AM, MaicoD said:
What's all this got to do with 8-bit computers you ask? Well this is it... while I'm proud of keeping up to date with the way graphics are done today and I can build some interesting Windows demos, it's apparent I'm never going to make a game. Today's versions of the leading graphics APIs are focused on producing near cinematic quality visuals and can achieve near-photo realism at 4K resolutions which is of course what most AAA titles (with huge budgets) desire. But that's also the problem... with such a limitless capability offered by today's GPUs and 64-bit PCs, also comes the limitless potential for paralysis.
This is what has happened to me... I can't bear to open up my latest Visual Studio project any more. I'm attracted to retro computing more than ever because at one time all you needed was a C compiler, Paint Deluxe, and a cozy 320x240 screen resolution... and then watch your shareware contributions flow.
I'm not sure if the X16 will be right for me, but I really enjoy reading the forums and look forward to the day when coding projects return to being manageable and above all, fun!
I know exactly what you mean and how you feel.
At any resolution, making the step from 2D to 3D
requires a university level understanding of algebra/geometry and calculus that doesn't work well with everyone's brain or is simply unenjoyable for people who aren't interested in those subjects. By contrast, low resolution 2D games with sounds and music created from a few square wave channels are manageable by a single person, because the maximum level of detail for each part of the creative process and final production is capped at a level of effort measured in minutes rather than days, hours, or even weeks.
2D pixel art games made with C#/Mono/Unity/JavaScript/etc are popular, because the art and programming are easier for single person or a small group to manage. Ratchet that down to the capability of real 8 bit computers, where colors, sprites, RAM, and CPU speed are also limit, and projects become even more manageable. That's extremely compelling for a hobbyist, because it dramatically increases the likelihood of success while also significantly diminishing the effects of emotional burnout. It's just
less work.
May 31st, 2017 was when I made the first Git commit to RocketTux, a "simple 2D game" written in JavaScript using two "frameworks" layered on top of each other (Phaser uses PIXI). The actual programming is the easy (mostly enjoyable) part, but everything else, from making the tilemap sections, tiles, sprites, music, tools, data tables, and trying to debug annoying problems caused by changes to the web browser, has been so much honest to goodness
work that nearly five years on, I still haven't finished the game. I've certainly had enough time to finish it, but I haven't had the "emotional bandwidth" power through all the work. This has caused me to experience frustration, guilt, depression, anxiety, and even shame over the years. Making the open source game is supposed to be a hobby, something I do for my own amusement, but I didn't intend to be making
this one thing for
thousands of hours. Ya know? I mean, it's not even that great of a game! Had I made it for the C64, I would have finished it already, because there simply would have been less work to do. In hindsight, that's pretty compelling, even if one must suffer through learning and writing 6502 assembly language, provided one is capable of learning it (I haven't had much success).
I'm certainly not downplaying the effort required to plan, design, and complete a game for an 8 bit computer. Heck, even the talented 8 Bit Guy out sources the music production for his games - Time is
money limited, friend! It's really just that
the possible and
the expected levels of detail for 8 bit games are within the bounds of reason for a individual, average hobbyist.
Also I'd just like to throw out there that making sound effects and Foley is a bonified occupation! I can't tell you how many hours I spent banging and scratching on things and futzing with Audacity and Sunvox back in 2013 in an effort to produce my own effects for Rescue Girlies. Seriously, it's a lot of
work and
an artform. So many parts that go into the whole of these modern games are their own disciplines.