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The developer spent 13 years to complete the game.

13 years ago, the English teenager Adam Butcher (Adam Butcher) came home from the premiere of "The Lord of the Rings" and firmly decided that he should make a game that implements everything that is lacking in all the other silly games. There must be adventures and puzzles, a real plot and fight against evil.

The guy was 14 years old, he just mastered the popular program Multimedia Fusion - and on the same day he got down to business, drew the main character of Tobias and object number 1 - the sword.



13 years have passed, Adam recently turned 27, of which he spent almost half of the time, reworking and perfecting the “childhood project”. But still he finished it! It is clear that such a game cannot have a price, so it is free: Tobias and the Dark Scepters .
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Adam tells the story of creation in a wonderful 7-minute video.



Summary. In 2000, 14-year-old Adam had already made a couple of simple games using Klik & Play and Multimedia Fusion, the first convenient game development tools available to everyone. Then began unfinished.



The developer cites six reasons why the project took so much time.

1. Ambition. The game must be complex and multifaceted, and not a simple walker with the usual mechanics.

2. Inexperience. The code written on the Klik & Play and Multimedia Fusion platforms later had to be modified manually. The symbiosis did not come out, and the work began again from scratch.

3. Difficult graphics. It seemed to Adam all the time that he could do better: he was constantly improving something. Yes, and the main character, he painted too big, so that at each level I had to make the best detail.



One more thing - honest coverage. If a character turns its back on a light source, then its sprite should change accordingly. So every sprite and every frame had to be drawn twice.





4. Years and evolution of computer graphics. Over time, the old quality of graphics ceased to suit the author, so he reworked the game several times to make the graphics meet his new requirements, adding new features that became possible.





5. Determination in compliance with the plan. Initially, the author has planned 13 levels with certain characters. He could have finished the game a few years earlier if he had cut 4-5 levels. But no: the plan is the plan.

6. Cargo of past years, which is perceived as a grueling burden or as a curse. Or you can call it commitment. You can not give up now, you can not throw the project, which spent so much energy. Come on, a little more!

Adam says that his example is a warning for all indie developers who are unduly passionate about their work.

Source: https://habr.com/ru/post/227063/


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