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by yumaikas
1543 days ago
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Games are dramatically simpler. Like, Commander Keen and the other of those games are the same amount of effort that might go in to a particularly well staffed month-long game jam today, just in terms of assets and total needed code. CV-11s video on Quake has a section covering that transition from mostly 2D to mostly 3D. It caught a lot folks off guard. |
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But they had to write a lot their tools to create the assets. They had no middleware, no engine to license. They had to write stuff in assembly. The computers they used were super slow and you could crash them so easily. At some points in iD's early history they were smuggling computers from Softdisk out of their offices and working over the weekend and then taking the computers back Monday morning. The tools were terrible. Documentation was a lot harder to come by. A lot of the people in iD at the beginning were also juggling a day job, they were moonlighting making those earliest games. IIRC Wolfenstein was the first one they worked full time on.