@korruptor I don't even know what that means anymore. I certainly don't feel like I belong anywhere, either in huge AAA or hipster Indie. I like to code and I like tell to stories. Games programming seems to be the natural outlet for that.
@korruptor Well, I've given up the notion it's up to me. I tried to give up games in 1989, 1993, 1998, 2001 and 2005. Now I've given up giving up. I didn't pick games. Games picked me.
@korruptor For the first year I refused to even call it a game. Friends would say, "you're writing a game" and I'd be like, "nah, I'd just messing around" and they'd go, "fuck off, messing around doesn't involve a bloody frontend menu!"
@korruptor novice game coders obsess about making a 10ms function run in 6ms but the real gold is making a 14 day task doable in 2 days. I spent 3 years on Bezier coding at 100mph terrified I was going to abandon it.
@korruptor "shipped beats everything else" - i find the more I use c++ the less features of the language I use. only the most basic inheritance and then only in behaviour. never hide my data away. everything as simple as possible and whatever is the fastest to write.
@korruptor yeah. for every game that gets made I bet there's a 1000 that never get past the 'setting up the engine' stage. when you're working on your own momentum is vital. get everything in before it gets abandoned.
@korruptor uhuh I'm sure there were decent places if I was up for hunting them out. I'd just got married and loved the area though. Nowhere within range and I'd had enough of ineffective work practises like crunch. In my mind I'd left the industry for good. Then a year later I'm drunk one Saturday night, fire up Visual Studio and start writing game code. Sucked straight back in.
@korruptor tinpot shit you've got control over though right. I left games in 2005 because the industry around me didn't have much to do with making games anymore. It certainly didn't let programmers anywhere near the storytelling process.