[Coco] My DE-1 project just took a leep forward!

Nick Marentes nickma at optusnet.com.au
Fri Oct 23 20:33:19 EDT 2015


On 24/10/2015 9:36 AM, tim franklinlabs.com wrote:
>     I guess my only comments would be that there's only a few who would
>     write software for any CoCo and even less that would buy it. Your Pilot
>     game is awesome but I must ask why are you writing it? You're spending
>     a huge amount of time and effort writing a game that only a handful
>     will play. There's absolutely no market for it so money can't be your
>     motive. You're posting the sequence of events on creating the game so
>     others can learn but you don't post the code which limits those who
>     want to learn.
>     So why? You write it because you can. You write it because you enjoy
>     it. You don't share the code because it's yours and some things need to
>     be kept behind closed doors (Just ask SB).
>
>     For the same reason you are writing the game, we are making our own
>     "version" of the CoCo. Others have chosen to create hardware clone
>     equivalent CoCo's. I've chosen a different path. Who will write code
>     for it? Well, I will. Others may too, It's not important in the end.
>     The goal is to enjoy this hobby.
>     I will share the code when I get to a point that I'm happy with it.
>     Some may learn from it. Others wont care. Either way... I'm having
>     fun!!!
>

And there you've nailed it!   :)

It's fun.

I began Popstar Pilot because of my personal challenge to do a few 
"impossible" things on the CoCo (split screen hardware scrolling, 
Amiga'like copper effects etc). That was the challenge, and I've 
accomplished that. From here on to complete the game, it just 
becomes...work.

And as you said, why should I spend so much time when only a handfull 
would play. There is no market. That's why I've paused, as I find other 
challenges to work on (software only high-res interface with John 
Kowalski for example).

Same with John and his DKREMIX. He was motivated by the challenge to 
actually make it work and when finished he has given it away to all CoCo 
users free. He hasn't made a dime from over 12 months work.

I do plan on resuming my game when I don't have other fun challenges 
taking up my interests. Popstar Pilot is a "back burner project". There 
is no other incentive to rush ahead with it and I never release 
unfinished code. I never have.

I do have my website blog and this was NOT to teach assembly language (I 
made that clear on the blog). It was to teach *game design* by 
documenting my journey. A diary of my time. For those that are dying to 
see it continue then all I can say is that the blog documents the game 
design process very well... including my motivation. An important part 
of developing for something with such small market share as the CoCo is 
maintaining motivation. I hope people understand how motivation effects 
progress. Had the CoCo had a market and greater group of gamers, that 
motivation would be much greater.

I look forward to seeing what you create. Maybe some will actually write 
software for it, but build it first and most importantly... have fun.  :)

Nick



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