Off-topic, but this was on games.slashdot.org today (urg, yes, I'm linking slashdot), and pretty much describes why I don't finish half of what I start:

Game Development Complexity

This quote from some dude on slashdot pretty much sums up what I think about today:

I remember when I was 13 writing ASM code code aspiring to write something like Monkey Island -- that was a very attainable goal. I had a friend who was a very good artist, he would whip up a some cells in autodesk animator, I had written a little converter, and we could walk our little guy around the screen against a background. Now truth be told I had NO idea how a game engine worked at 13 years old, but we did end up writing a few neat demos and bbs loaders (I was a weird kid).

Now the level of art work and technical knowledge required to make something that looks half professional is off the scale. I have a great game idea that I don't think I'll ever be able to realize. Thats the loss I mourn... kids wont ever have the fun I had trying to make a game, and we might never be exposed to some new ideas these kids might have.

--some dude on slashdot

Gotta keep the fun alive. The fun little tools I used to play with as a kid (14, 15, etc) don't exist in similar forms now, and they *should* be.


In reply to Re: 2D realtime pixel graphics options in Perl by flyingmoose
in thread 2D realtime pixel graphics options in Perl by flyingmoose

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