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For the past few years I’ve been working on reverse engineering and remaking an almost 40 year old DOS game.
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When I was very young I, like many kids, thought subjects like history were dull and impenetrable.
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This one’s a practical coding article, one that I haven’t done in quite a while.
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The games industry is famously tough and insecure to be in, as it is hit-driven: rush the right game to market at the right moment and you can rake in the big bucks as your game becomes the current cultural phenomenon, or miss it and die in ignominy.
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There are few experiences where the situation is so incongruent that you are left utterly speechless at the absurdity of it all, your mind incapable of processing what just happened, after feebly trying to search for an explanation.
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Back in the day I played a lot of online FPS games, but one really stuck with me and earned most of my devotion: Enemy Territory, the free (and now open source) team, class and objective-based game.
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Everyone loves game maps.
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In the 2022 book Goldeneye 007 by Alyse Knorr, interviews with the dev team reveal the incredibly unlikely success of this groundbreaking game.
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In the closing days of 1993, id Software released Doom, and the gaming world was changed forever.
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Having big and interesting game worlds has been a holy grail of games since the beginning.