![]() Everything else went relatively smoothly, it was like a higher power was helping us and gave us whatever we needed, when we needed it most. Keep working while everything seemed to point out that we'll fail. What was the biggest challenge that you faced when making EL?Ī. At that time, however, I had enough time to program, and I wasn't bothered by people forgetting their passwords, mods fighting each other, users complaining they were mistreated by mods, users complaining they were scammed/hacked, and so on. the server didn't crash), take a look at how many players are in the game, curse because there were usually under 5 players on, start implementing new things, do some brainstorming, fix bugs, stuff like that. Wake up, take a look to see if everything is fine (ie. Take us through a typical day when EL was in its infancyĪ. However, if you see a few hundred players on, you think that there must be something about this game if so many people are playing it. It's some sort of psychological effect, you don't want to play an MMORPG that is empty :) If you come and see no one, or just very few players, then you might think the game sucks. Usually, the more players you have in the game, the more players will come. What we did was to continuously improve the game, so that other players will like it. What do you think helped get you past this problem? Was it something you actively did on your part, or did it just sort itself out.Ī. I was assuming that once the game is in early pre-alpha, when all you can do is walk around, people will crowd the game. That's an easy question: Getting people to play the game :) What problem did you underestimate most when starting EL?Ī. I knew C pretty well (but not much as I do now, of course), then I also knew some OpenGL (about 1/3 of what I know now, which isn't much at all), and had some experience with networking and such from an earlier failed attempt to make an MMORPG in assembly, and a successful attempt to make a very minimal web server in assembly.īut due to my previous projects I knew which mistakes to avoid, and my programming skill was considerably better than before. What experience did you have once you stared EL?Ī. I would like to mention that none of my code is in that game, they changed the engine a few times after I left. ![]() ![]() I heard they were looking for some publishers. Last time I checked, the game was almost ready, but wasn't shipped. I worked there for about 7 month, but eventually quit, for some personal reasons. The first real game I actually worked at was when I turned 19, for a Romanian game company. I was 13 at that time, and I didn't have any programming skills needed to make such a game, but at least I wrote down the concept, and some maps :) My first game project was some sort of "kill the zombies and bad guys" hack and slash game. Years later I learned PHP, and, eventually, C.Ī. My first assembler for PC was debug.exe (which is quite frustrating ), then Tasm. At that time I didn't really make anything game like, but, instead, I focused on researching computer viruses, and how they work. When I got my first PC I was 15, and I started learning X86 ASM. ![]() Then I learned some Z80 ASM, at the age of 14, but didn't do much with it. So I started to learn Basic, and got a few Basic books. It had an integrated Basic interpreter, and Z80 ASM was possible with a small but effective assembler.Īfter playing a lot of games, I decided, like any 13 years old kid, that I want to make my own games. By the time I was 12 or 13, I had my first personal computer, which happened to be a Spectrum ZX48 compatible computer. How did you get started in programming?Ī. Radu was kind enough to take the time to do this interview, so massive thanks to him. In conjunction with the GAME DEVELOPMENT ISN'T EASY! thread, the following is an interview I did with Radu Privantu (known as Raduprv on Gdnet), creator of Eternal Lands, a very successful indie-MMORPG.
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