From 2015 onwards, one person persisted.
Enduring the breakdown of a marriage, a midlife crisis at 35 as a programmer, and many trials and tribulations. Life's ups and downs, half driven by circumstances, half following one's heart. Waiting to finish coding and fixing bugs, reluctant to make that final submission. Approximately, the uncertainty that followed, it instilled fear in me.
A person working independently on a game, what is he pursuing? If this independent game has reached its conclusion, what should he do next?
Pure creation and joy, It was when I crashed the compiler while typing Basic code on a Subor learning computer 20 years ago; It was when I opened a game cartridge and could only see the circuit board, unable to see the Contra character on the screen; It was when Mario, written in C++, could actually jump on the screen; It was when I wrote a dual-screen patch for Age of Sail in assembly language; It was when I captured and analyzed network game packets.
I was addicted to the freedom of creation, imagining that I was creating something magical. But the wise know that creation is not the goal; sharing is.
I hope to share this game. I hope someone will enjoy this game.
从2015年开始,一个人坚持。
经历了婚姻的破裂,35岁的程序员危机,许多事。
人生起伏,半逐波浪,半随本心。
等到敲完代码改完bug,舍不得做最后的提交。
大约,那之后的不确定性,使我恐惧。
一个独立做游戏的人,他在追寻什么?
如果这个独立的游戏已告段落,他又该如何?
纯粹的创作和愉悦,
是20年前在小霸王学习机上敲出Basic代码弄崩了编译器的时候;
是拆开游戏卡带只看到了电路板看不到屏幕上魂斗罗小人的时候;
是用C++写出的马里奥真的可以在屏幕跳起来的时候;
是用汇编写出了大航海双开补丁的时候;
是抓包研究网络游戏封包的时候。
我沉迷的是创作的自由,和幻想着自己正在创造神奇的满足。
而高人知道,创造不是目的,分享才是。
我希望可以分享这个游戏。
我希望有人喜欢这个游戏。
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