this post was submitted on 12 Jun 2023
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[–] ramblingsteve@lemmy.world 2 points 1 year ago (1 children)

Yes, you are right. It matured. The mainstream publishers were definately similar to today's indie gaming scene. That's where I gravitated to as well.

I think the tooling is probably the greatest innovation of the current generation. For the first time you can download incredibly powerful frameworks like Unreal engine and godot down to Pico 8 that put professional quality production tools in the hands of anybody with imagination to create, plus the communities and the platforms to publish. There's never been an easier time to make stuff and put it out there than there is today.

[–] socialjusticewizard@sh.itjust.works 2 points 1 year ago (1 children)

Godot is so enticing to me. I was heavily into RPG maker in the early oughts, not so much out of any love of the jrpg genre but just because it was mind blowing to be able to generate any kind of game so easily. Of course, now I have a "job" and "kids" and I probably won't be able to play seriously with godot until the latter grows up and possible until I retire from the former, but it's always there... beckoning...

[–] ramblingsteve@lemmy.world 2 points 1 year ago

Ha same! One day I'll remake that 8bit title in pico8... or watch the kids do it! It's a long ways from figuring stuff out from magazines, and complex technical manuals. It kind of got much harder during the 16bit era where the machine got harder to fully understand, like the Amiga compared to bbc micro or spectrum. 68k assembly was hard by yourself. But for sure, godot, gamemaker etc have made it accessible again, and programming is still a useful skill to have on your resume. It's fed me long after my uni certificates expired!