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*Poor man's [Doom](doom.md)?*
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Anarch is a [LRS](lrs.md)/[suckless](suckless.md), [free as in freedom](free_software.md) first man shooter [game](game.md) similar to [Doom](doom.md), written by [drummyfish](drummyfish.md). It has been designed to follow the LRS principles very closely and set an example of how games, and software in general, should be written. It also tries to be compatible with principles of [less retarded society](less_retarded_society.md), i.e. it promotes [anarchism](anarchism.md), anti-[capitalism](capitalism.md), pacifism etc.
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Anarch is a [LRS](lrs.md)/[suckless](suckless.md), [free as in freedom](free_software.md) ([public domain](public_domain.md)) first man shooter [game](game.md) similar to [Doom](doom.md), created completely from scratch by [drummyfish](drummyfish.md). It has been designed to follow the LRS principles very closely and set an example of how games, and software in general, should be written. It also tries to be compatible with principles of [less retarded society](less_retarded_society.md), i.e. it promotes [anarchism](anarchism.md), anti-[capitalism](capitalism.md), pacifism etc.
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The repo is available at https://codeberg.org/drummyfish/Anarch
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or https://gitlab.com/drummyfish/anarch. Some info about the game can also be found at the [libregamewiki](lgw.md): https://libregamewiki.org/Anarch.
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{ Though retrospectively I can of course see many mistakes and errors about the game and though it's not nearly perfect, I am overall quite happy about how it turned out for what it is, it got some attention among the niche of suckless lovers and many people have written me they liked the game and its philosophy. Many people have ported it to their favorite platforms, some have even written me their own expansions of the game lore, tricks they found etc. If you're among them, thank you :) ~drummyfish }
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The repo is available at https://codeberg.org/drummyfish/Anarch or https://gitlab.com/drummyfish/anarch. Some info about the game can also be found at the [libregamewiki](lgw.md): https://libregamewiki.org/Anarch. The 1.0 version was released on 1st December 2020, it was officially in the making since September 2019, but we may also see the inception of the game to be the start of [raycastlib](raycastlib.md) development in 2018.
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```
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h@\hMh::@@hhh\h@rrrr//rrrrrrrrrrrrrrrrrrrr@@@@hMM@@@M@:@hhnhhMnr=\@hn@n@h@-::\:h
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In the suckless fashion, mods are recommended to be made and distributed as [patches](patch.md).
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### Bad Things (Retrospective)
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### Bad Things Plus Comments, Retrospective (/Post Mortem?)
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The following is a retrospective look on what could have been done better, written by [drummyfish](drummyfish.md) (a potential project for someone might be to implement these and so make the game even more awesome):
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*written by [drummyfish](drummyfish.md)*
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Though retrospectively I can of course see many mistakes and errors about the game and though it's not nearly perfect, I am overall quite happy about how it turned out and for what it is overall, it got some attention among the niche of suckless lovers and many people have written me they liked the game and its philosophy. Many people have ported it to their favorite platforms, some have even written me their own expansions of the game lore, tricks they found etc. Some even created small mods. If you're among them, thank you :)
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There were also a few people I've heard criticism from -- and that's absolutely fine -- that the game is just shit, too simple, badly designed, boring and so on. Indeed, about the quality of the game as such (from the "consumer's" point of view) I actually agree, the game isn't the most fun one to play, but when judging it please keep in mind the following. Firstly it was ALL made by a single man, absolutely from scratch -- if you've ever tried to create something from nothing, you know that despite it not looking that hard, it is indeed extremely difficult and time consuming to make something from the ground up, AND I couldn't even use any free assets, sound samples, game engines, not even fonts -- except for the programming language I had to create EVERYTHING from nothing, which required not only great amount of time, but also skills which I cannot master all: that of a visual artist, engineer, level designer, sound artist and so on and so forth. You only see the result but not the dozens of blind paths, hundreds of lines of rewritten code that was thrown to trash, hours and hours spent hunting down silly little bugs. All the skills needed for making a complete game are so vastly different that unless one is a genius, they cannot be mastered at once, one would simply have to be an excellent painter, writer, musician, mathematician, programmer, psychologist and many different things at once. Secondly I didn't work on it full time, I worked on other things, went to work, I was even hospitalized etc. Thirdly the goal wasn't to make a game that would be excellent by its gameplay AT ALL, the context of its creation was absolutely different from that of a typical game that has to try to appeal to many people, Anarch was focused on showing the technological side, prove a point of a certain development philosophy, and that mostly to rather a few people who want to make games themselves. By its philosophy it's also not meant to be a "fixed product" as is, again, common to think of games nowadays, it is really meant to be a basis for improvement, mods, a starting codebase for [forks](fork.md) and so on. So even though there are many shortcomings and things done plainly wrong, I think the main goal was more or less achieved, though some people miss to see that goal. If this philosophy of simplicity allows a single guy (quite average and in many ways retarded and that) to make a WHOLE game completely from scratch, with zero budget, only over weekend evenings, and that game is additionally very well made (extremely small, portable, modifiable, free, ...), what if let's say three brilliant people worked on it? What if five people worked on something similar full time? What marvels would we see? This is the number one question I wanted to highlight.
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The following is a retrospective look on what could have been done better (a potential project for someone might be to implement these and so make the game even more awesome):
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- It might have been better to write it in C89 than C99 for better portability.
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- Sound effects would likely be better procedurally generated just like music. It would be less code and data in ROM and the quality probably wouldn't be that much worse as the samples are shitty quality anyway.
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