@grumpygamer I have for some time since leaving the games industry been wanting to give talks at my new employer about the, uh, differences between developing games and business software
especially given how much of games is smoke, mirrors and "fuck it, that'll do" which you can't get away nearly as much with in application software
version control and how difficult it can be with gamedev is one of the things that really gives me that itch
I mean we got:
https://github.com/SethRobinson/RTDink/blob/master/source/dink/dink.cpp
so the bar to limbo would be 'hermes conrad'.
@grumpygamer
The OG secure software container?
*flips the write protect switch*

Amazing to see a piece of gaming history! 😮 Thank you for sharing.
Feels like it's always asking for trouble on major projects to use the word "final" 😁
@grumpygamer - and you can use small magnets to hold them on your filing cabinet in an orderly fashion.
(Best office prank ever: pretending to do exactly that, while actually switching disks. Drew was speechless until I let him see the real disk, safe and sound.)
@grumpygamer Looks a lot like most people’s home versions of that game.
Great to see RTMI is going to be on Apple Arcade soon. If I hadn’t finished it a few months ago, I’d be downloading it again.
@grumpygamer Love seeing stuff like this 😍
Also... 😜
That gives me an idea... no, wait. It appears that the Thimbleweed Park Guilt Absolution doesn't cover breaking into Ron's house just long enough to compile a working version of The Secret of Monkey Island from those floppies.
Never mind. The quest for the EGA version continues.
@grumpygamer this is how id software developed DOOM.
I don’t remember which one of them but they did a very interesting talk about the development process. It’s on YouTube somewhere. Possibly https://m.youtube.com/watch?v=eBU34NZhW7I but I can’t verify that right now. Watched it years ago.