Why don't devs of 'retro' indie games just make homebrew?
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AppleQueso
Why don't devs of 'retro' indie games just make homebrew?
I want to start out by saying that I'm not talking about stuff that's intended to make a profit, there's pretty obvious reasons why someone trying to sell there stuff via appstore, PSN, Steam, etc wouldn't want to go this route. I'm mainly talking about freeware indie game developers.
Indie games with retro stylings have kinda been an in thing lately. Many go to great lengths to emulate the look and feel of certain old game systems. What I'm wondering is why do these developers bother trying to make your game look and feel like a Genesis game when you could just... make a Genesis game? It would make the experience a lot more authentic, that's for sure.
Just imagine if Eversion was Master System homebrew or something!
I'm sure you could make a case for limiting one's audience, but really anyone who's looking to download a freeware indie game that looks like a Genesis game is probably going to already have or know how to get and configure Kega Fusion anyway.
Is it simply a case of having an aversion to assembly code or something? I know from experience that transitioning from something like Multimedia Fusion to any sort of real programming can be a bit of a learning curve for example, but it seems worth it to me.
What do you think?
Indie games with retro stylings have kinda been an in thing lately. Many go to great lengths to emulate the look and feel of certain old game systems. What I'm wondering is why do these developers bother trying to make your game look and feel like a Genesis game when you could just... make a Genesis game? It would make the experience a lot more authentic, that's for sure.
Just imagine if Eversion was Master System homebrew or something!
I'm sure you could make a case for limiting one's audience, but really anyone who's looking to download a freeware indie game that looks like a Genesis game is probably going to already have or know how to get and configure Kega Fusion anyway.
Is it simply a case of having an aversion to assembly code or something? I know from experience that transitioning from something like Multimedia Fusion to any sort of real programming can be a bit of a learning curve for example, but it seems worth it to me.
What do you think?
- BoringSupreez
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Re: Why don't devs of 'retro' indie games just make homebrew
I think it's just harder to make a game for a retro console than it is to program a PC game that looks like an old console game.
prfsnl_gmr wrote:There is nothing feigned about it. What I wrote is a display of actual moral superiority.
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AppleQueso
Re: Why don't devs of 'retro' indie games just make homebrew
I'd wager it's not as much harder as one might think. I mean for one, you're already working within actual hardware limitations as opposed to going out of your way to fake those limitations.BoringSupreez wrote:I think it's just harder to make a game for a retro console than it is to program a PC game that looks like an old console game.
- alienjesus
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Re: Why don't devs of 'retro' indie games just make homebrew
Yeah, pretty sure it's the difficulty of programming the old consoles compared to simplicity of scripting a game on a PC in a simpler language or with pre-made tools.
Re: Why don't devs of 'retro' indie games just make homebrew
Most such games are in effect catastrophically optimized for what they are. Using engines that wouldn't begin to resemble playable state on anything multiple times the hardware power their intended look suggests.
Lum fan.
Re: Why don't devs of 'retro' indie games just make homebrew
Outside of it definitely being far more difficult...AppleQueso wrote:I'd wager it's not as much harder as one might think. I mean for one, you're already working within actual hardware limitations as opposed to going out of your way to fake those limitations.BoringSupreez wrote:I think it's just harder to make a game for a retro console than it is to program a PC game that looks like an old console game.
Doing so would limit their options. If it needs a repro cart and a console, or an emulator, you add a hurdle for people to play the game. You make distribution harder on yourself, since now you need to mail out physical objects, negotiate distributing an emulator with your game, or just plain answering more questions about how to get it to run.
Using modern tools to make a modern game that runs on modern hardware and just looks like an older game means you can bend the rules if you want. Put a CD-quality sountrack in, use more color or larger sprites than old consoles actually did, whatever.
I guess in a way, you can make games like people remember them rather than how they actually were.
Re: Why don't devs of 'retro' indie games just make homebrew
Because making games for old hardware involves writing everything in assembly, while making things for new hardware lets you use a high-level language.
Compare C to x86 assembly:
It is MUCH easier to make a low-res game using a modern language.
Compare C to x86 assembly:
Code: Select all
#include <stdio.h>
int main(void)
{
printf("hello, world\n");
return 0;
}
Code: Select all
.model small
.stack 100h
.data
msg db 'Hello world!$'
.code
start:
mov ah, 09h
lea dx, msg
int 21h
mov ax, 4C00h
int 21h
end start
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
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AppleQueso
Re: Why don't devs of 'retro' indie games just make homebrew
I'm a beginner programmer, and right now 6502 assembly is kinda all I know (or well, coding a little bit on the NES is all I know). Maybe assembly just seems easy to me because I'm kinda used to it?MrPopo wrote: It is MUCH easier to make a low-res game using a modern language.
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Menegrothx
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Re: Why don't devs of 'retro' indie games just make homebrew
I would be alot more impressed by these "retro vibe" indie games if they could indeed run on old hardware. If you're not limited by the hardware you use in anyway, there's no reason to make your game look like ass. Often these "8 bit inspired" games mix that wanna be 8 bit look with some high res stuff so the result is really odd and off-putting
Yeah but can you make a decent, working game on the NES? People who programmed NES games for a living back then were just as good/professional programmers (if not more) than the people who program Colladoodies and Halos for a living today. Naturally people didn't have as good programming tools back then so it was a lot harder work. But the NES hardware is still as limited as ever. You dont have to conserve memory or pull of any kind of programming trickery if you make a 8 bit looking game that runs on a modern PC. But making that same game work on a NES (and fit inside a NES cartridge) is a lot harder.AppleQueso wrote:I'm a beginner programmer, and right now 6502 assembly is kinda all I know (or well, coding a little bit on the NES is all I know). Maybe assembly just seems easy to me because I'm kinda used to it?MrPopo wrote: It is MUCH easier to make a low-res game using a modern language.
Last edited by Menegrothx on Wed Nov 07, 2012 4:07 pm, edited 1 time in total.
My WTB thread (Sega CD/Saturn games)
Also looking to buy: Ys III (TG-16 CD), Shadowrun (Genesis) Hori N64 mini pad and Slayer (3DO) in long box/just the long box
Also looking to buy: Ys III (TG-16 CD), Shadowrun (Genesis) Hori N64 mini pad and Slayer (3DO) in long box/just the long box
Re: Why don't devs of 'retro' indie games just make homebrew
Yup. There's all kinds of tricks and traps when you're working at the assembly level (especially with old CPUs like the 6502) that can really affect performance and what you can do with the graphics. When you're CPU bound (as you are on the NES) you need to understand how the pipeline works if you want to be able to produce a quality product.Menegrothx wrote:Yeah but can you make a decent, working game on the NES? People who programmed NES games for a living back then were just as good/professional programmers (if not more) than the people who program Colladoodies and Halos for a living today. Naturally people didn't have as good programming tools back then so it was a lot harder work. But the NES hardware is still as limited as ever. You dont have to conserve memory or pull of any kind of programming trickery if you make a 8 bit looking game that runs on a modern PC. But making that same game work on a NES (and fit inside a NES cartridge) is a lot harder.AppleQueso wrote:I'm a beginner programmer, and right now 6502 assembly is kinda all I know (or well, coding a little bit on the NES is all I know). Maybe assembly just seems easy to me because I'm kinda used to it?MrPopo wrote: It is MUCH easier to make a low-res game using a modern language.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
