Professional Interview & Notes - John Romero | Pt.2

Professional Interview & Notes



John Romero Interview (video Conference): WeAreDevelopers The Early Days of Id Software (2017)
-          No prototypes.
-          Just make the game.
-          Polish as you go.
-          Don’t depend on polish happening later.
-          Always maintain constantly shippable code.
-          It’s incredibly important that your game can always be run by your team. Bulletproof the engine by providing defaults upon load failure. (to consider an example think that a particular sound effect wasn’t present, it is in your best interest to always have something there, in order to recognise its existence)
-          Always do your research.
-          Great tools help make great games. Spend as much time on tools as possible.
-          We are our own best testing team and should never allow anyone else to experience bugs or see the game crash. Don’t waste others’ time. Test thoroughly before checking in your code.
-          As soon as you see a bug you fix it. Do not continue on. If you don’t fix your bugs your new code will be built on a buggy codebase and ensure and unstable foundation.
-          Invent new things. Write your code for this game only - You’re going to be writing new code later because you’ll be smarter.
-          Encapsulate functionality to ensure design consistency. This minimises mistakes and saves design time.
-          Work towards being performant.
-          High iterative development, that works efficiently.
-          Have to be even more disciplined now, in order to maintain healthy tasks.
-          Play your game a lot, to make sure it is fun, fast and not be buggy (finished).
-          Develop on high end machines, but test on low end systems to ensure its efficiency.
-          There is no permission to make games, and everything you need is free.
Start small and work upwards.

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