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Re:Metroid Source Code Expanded by dazzawazza on Friday October 14, 2011 @11:22AM (#3111507)
I'd have to respectfully disagree. I've written 100% asm games on the Amiga all the way up to PS2 games in C++ and the amiga game was a lot easier to write and debug.

Modern games hardware is SO much more complicated, modern games are SO much more complicated.

Where I would agree is that writing game on the Amiga in C++ would be easier but that's not game dev these days.

Re:Metroid Source Code Expanded by mrcharles on Friday October 14, 2011 @11:48AM (#3111622)
Debugging I'm with you, but the actual time to create simple parts of the game? Going to have to disagree with your disagreement. It's like two lines of code nowadays to move a sprite around on screen and draw it, because you don't have to write your blit function yourself.
Re:Metroid Source Code Expanded by Impossible on Friday October 14, 2011 @12:02PM (#3111680)
You didn't have to write blit functions yourself on the NES either, it had hardware (PPU) that would handle blitting of sprites for you. There were a lot of restrictions that you'd have to work around, but actually displaying something on screen didn't take that much code.

This also indulges the fallacy that the hard part of game development is writing low level graphics routines. That can be difficult to learn but once you know it its relatively straight forward. People don't judge your game on the quality of your sprite drawing functions (unless they're extremely buggy :)).

Re:Metroid Source Code Expanded by mrcharles on Friday October 14, 2011 @01:03PM (#3111948)
Trust me, I've been doing this a long time, I'm not pushing out fallacies. But you had to do a hell of a lot more management in NES/SNES/Asm than a simple ->Draw() call.