Genesis
For a little while now I've been thinking about
the good old days when I was a young man; and
when making games used to be a very exciting and
creative experience. Lately however, making games,
or at least anything except mobile and handheld
games, has become very cumbersome and everything
seems to take forever to get right - quite different
from how it all started. The spirit of the bedroom
coder seems to have been completely lost in recent
years, and much of the creative drive that we
used to share along with it. So I set to thinking
about a home-brew project to try and rekindle
those halcyon days when men were men, women were
women, and Duran Duran enjoyed the number 1 spot.
With a project of my own, I could produce a game
relatively quickly, create all of the game's assets
and retrieve that sense of fulfilment from making
a game for myself in much less time than I'm used
to in my professional day-job. I remember the
days when it took just three months to write such
a game - a far cry from today. Nowadays, it takes
two or three weeks just to get a shadowing algorithm
working correctly. The things you could do in
two or three weeks on an old-school game!
The problem though, what game could I produce
that is still of interest and desirable in today's
high-manpower, high-production-value gaming marketplace?
In today's world where it takes 30 people and
2 years to make a game, how can one man produce
a game that gamers would genuinely enjoy and would
be of value to them?
There
are a number things in life that I hold dear to
my heart, and the classic Atari game Tempest front and
centre amongst them. Tempest was a truly
brilliant game in its day and definitely one
of my personal favourites. In point of fact, I
think so highly of the game, that I actually have
a genuine Tempest arcade cabinet here at home
and is one of the coolest things that I have ever
bought.
The game itself has a certain dream-like quality
to it, and indeed, the idea for the basic concept
came to the original programmer in a dream. Fittingly,
considering its inception, it carries some mystique
even now. Tempest, is a gamer's game, a game to
master only for the hardcore elite.
So here is my answer, to the question of which
type of game I should produce. Tempest has fantastic
gameplay, and abstract visuals, both of which
I could easily reproduce given my love for genuine
old-school arcade games and my now long experience
in the games industry. It seems like a perfect fit.
Well, those thoughts of gaming genesis whirled
within my mind around the middle of 2005, which
of course is some time ago. The game has now been
written and it's here for you to play.
Of course, I couldn't call it Tempest, and I couldn't
have made a straight simulation of Tempest - Atari
would thank me by raping my bank account for sure.
So I've called it Ultra, and it's a modern homage
to Tempest, not a copy. Play on.
|