Search 2001
Programmer's Notes:
It was the spring of 2000, my final semester of college (after an extended break from school), and
DirectX 7 was brand new.
By this time I was getting pretty heavy into the game programming literature. I had started to develop an
understanding of what I needed to learn in order to program modern computer games, and I was determined that
I would take the steps required to get me there.
College was almost over, but my learning had only just begun.
I had been hearing a lot about DirectX, and decided it was time to figure out how it worked. I was new to
the win32 programming environment, I didn't know C/C++ very well, and I had only recently acquired a computer
modern enough to run Windows 98.
So what did I do? I applied to work at a game programming company. The company provided me with a programming
"test" ... I suppose, to weed out the idiots like myself. The test took the form of a game programming project:
"Use DirectX to make a game using the provided bitmaps."
So I drove to a big bookstore in Pittsburgh (you couldn't find any DirectX 7 books in northern West Virginia),
and purchased Teach Yourself DirectX 7 in 21 days. Five days later, Meteor Blast was the result.
(It wouldn't have taken nearly so long if they didn't leave out a critical piece of code in the book. I learned
a valuable lesson about first editions of books, but that's another story for another time.)
Well, I submitted my program to the company. I had really
pushed myself on the code, using some of the cool object oriented stuff in C++ that I'd never used before. The
owner of the company told me that there were a few things that he would recommend for changes, but seemed
to like what he saw. He said he'd call me back.
When I called him a week later to check up, he said they were going through some structural changes and
weren't sure how soon they would be able to hire me. I never hear back from him.
But I had succeeded. I had taught myself DirectX, and won a qualified approval from a guy in the game
industry. Now it was time to get back to MY game.
I should mention that despite DirectX, I was still doing things in two and a half dimensions (2D with
transparent overlapping). 3D was a strange and crazy world... and scared me to death. I was actually
somewhat annoyed with 3D games. Most of them were first-person shooters, and they didn't seem to have any
substance. All the development effort was put into fancy graphics, but there was no plot, no character
development. I was very disappointed.
But yes, I was also scared. Scared of the overwhelming concept of 3 dimensional programming. The time
involved and my lack of understanding ... yes, another lesson.
So I began work on Search 2001.
Programmatically, with DirectX many of the things I wrote on my own before were already done for me.
I could make icons using bitmaps using bitmap editors, and they in turn were easily imported using DirectDraw.
I could use DirectSound to play sounds instead of hard coding the pc speaker with frequency and delays.
It all went very smoothly at first... and I was very proud with what I was creating...
...that is, until I played the demo of a new game on the market... Thief: The Dark Project.
Wow! What an incredible game... the concept was new ... the graphics were excellent ... and sheesh,
there is no way I could write anything that compares to this.
Here I am, thinking that I'm finally about to catch up to the game industry, only to find that I'm years
and years behind. What else could I do? I boarded the ensuing 3D games roller coaster...
I bought Thief: The Dark Project, played it for hours and hours. Ultima IX:
Ascension was released. Like so many others ... incredible anticipation ... followed by incredible
disappointment. Then Thief 2: The Metal Age was released... but only a few months later
Looking Glass Studios was axed.
The my favorite gaming magazine, PC Accelerator was killed shortly after I bought my subscription.
Then Origin Systems was killed.
All is dark? ...
Am I dead? ...
I hear a voice ...
On to The Chena Project.
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