Anyone have any early effort screenshots?
#1 GDNet+ - Reputation: 147
Posted 09 May 2012 - 04:26 PM
Anyway, I thought I'd ask the question to anyone who's been developing games for a while: anyone have any screenshots of early efforts--like when you were still learning the trade? Not necessarily stuff that may have come by following instructions in a book, but genuine early efforts where you were creating nearly everything, that may look strange or amusing to you now or even surprise you when you look back at them?
Here's (one of) mine: this is an early attempt I made at writing an isometric graphics engine--this was in 2002, probably a year or so after I had given some serious effort to learning C++. Hoo boy, is it hard on the eyes, but I got real kick out of watching it play again today. They're hard to see, but the sprites are vikings and skeletons that were animated in Poser, exported as an .avi, then imported to Animation Shop 3.0, then cut and pasted into a single bitmap image in Paint Shop Pro 7.0. Not very efficient, but it worked. While you couldn't click on a viking, you could toggle through them, and click on a skeleton. Once you clicked on a skeleton, the viking that was highlighted would walk over to him and start wailing on him. The pathfinding was primitive, and the collision detection a little off. And don't get me started about the horrible (lack of) anti-aliasing.
#2 Moderators - Reputation: 5021
Posted 09 May 2012 - 06:03 PM
These are some screens of an early graphical roguelike I was working on, years and years ago, when I first started learning DirectX; this would have been, oh, somewhere around DirectX4 or 5:


The font is especially cringe-worthy; it was a hand-drawn font with screwed-up offsets and crooked letters.
Somewhat later, I worked on an isometric game called Golem:


Although the codebase for that thing is an incomprehensible horror (like so many newbs are, I was obsessed with singletons; just ask Washu), visually it was my best effort to that point. I had learned quite a few things in the intervening years, especially about 3D modeling. Still, looking at those screens kind of fills me with dread. Every bad decision about singletons, hard-coded magic numbers, deep (very deep) and twisting object hierarchies, etc... it all comes flooding back. I.... I think I need a drink...
#3 GDNet+ - Reputation: 147
Posted 09 May 2012 - 07:23 PM
That said, I'm a huge fan of rogue-style games. I really like the rendered dungeon with the ascii characters twist. And incomprehensible codebase or not, those are some sweet images for Golem!
#4 Members - Reputation: 477
Posted 10 May 2012 - 10:05 AM

This was my first attempt at making a game, so please forgive the slopiness....
#5 Members - Reputation: 127
Posted 10 May 2012 - 10:40 AM
When I first started to learn how to program, after about a month of learning HTML, and creating all the graphics myself using MS Paint, I created this game.......
This was my first attempt at making a game, so please forgive the slopiness....
Well yeah, your code really did suck. Why would you be rendering tessellated water underneath the terrain?
#6 Members - Reputation: 1015
Posted 10 May 2012 - 11:56 AM

#7 Members - Reputation: 477
Posted 10 May 2012 - 12:52 PM
When I first started to learn how to program, after about a month of learning HTML, and creating all the graphics myself using MS Paint, I created this game.......
This was my first attempt at making a game, so please forgive the slopiness....
Well yeah, your code really did suck. Why would you be rendering tessellated water underneath the terrain?
I must of forgot to close one of my <div> statements, again like I said it was a little sloppy :-(






