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Plasman wrote:My guess is that you're talking about a hardware store...
You mean they type of place you can buy hammers, nails, paint, wood, glue, etc. (the sort of things you'd need to fix up stuff around your house)?
And yeah, I noticed you'd started quite a few threads in the past. I guess you're just lucky (or maybe it's because you're a few hours ahead of the US).
Plasman wrote:And Jennifer, keep it up! We're on the home stretch now!
(insert Rocky theme music, or whatever strikes inspiration in you)
Anna wrote:You see, she had the skills with making UJ. (I can proof it, because I've got two editions of it on my desk!)
But as she started PDH, some of it was lost, I wonder why this was happen.
And so... Jennifer is doomed never to stop creating any online web comics.
Jennifer Diane Reitz wrote:I felt as if a Lianhan Sidhe had been sucking my life-force for three years in exchange for a magic story. Maybe, for all I know, that is what happened.
strange_person wrote:Jennifer Diane Reitz wrote:I felt as if a Lianhan Sidhe had been sucking my life-force for three years in exchange for a magic story. Maybe, for all I know, that is what happened.
You already know my theory.
OtakuMan wrote:*Record Scratch*
You worked at ACTIVISION?!
~Otaku-Man
Jennifer Diane Reitz wrote:OtakuMan wrote:*Record Scratch*
You worked at ACTIVISION?!
~Otaku-Man
In 1984, after playing a lot of Pitfall II, Lost Caverns on the 2600, and drawing too much on my C64 with a joystick, an idea seized me that would torture me for the next 14+ years. That idea was for a game, a game I called 'Multiverse'.
I drew up a design document for my game, did working examples of parts of it using Garry Kitchen's Gamemaker, and drew two dozen mock-up screens showing all the important sights of the game. Then I set out to go to Activision, which was nearby, back then.
My oldest friend, Stephen was sick of his job making circuit boards. The one thing he loved was programming, but it was just a hobby. I offered to help him, if he would help me to make my dream game come true. We struck an agreement - I would help him become a professional programmer, he would make my game. I took him with me to my Activision meeting as my lead programmer.
My Product Manager was Brenda Laurel, and she instantly saw the wonder of my 'Multiverse', and I left the same day with a check for just over 10K, and a contract for Stephen and I to make our game, with the assistance of the resources of Activision. My design had floored them.
Things began to go sour, though, after a month or two. Stephen lacked confidence, and self motivation, and found it difficult to get things done. Activision started losing confidence too, and came to the conclusion that maybe he needed to work under an actual manager, someone who could motivate him. Stephen was shuffled off to working on the game of 'Labyrinth', as well as other projects, and I was given work while I waited for them to 'train him', doing art for everything from the C64 versions of Aliens and Transformers to expansion packs for... Garry Kitchen's Gamemaker. I also did the original Shanghai tile set on the Amiga, redesigned 'Crazy Rabbit' into 'Pharoah's Revenge', and, well, a bunch of other stuff.
As time went on, I became increasingly upset that my game was not being made. Eventually, a year and change later, it ended up in a big row where I faced off against the CEO of Activision and his cronies, with my entire family (we had all moved in together by then, the better to do my game) and was utterly shot down. My game, his cronies said, could never be made, it was physically impossible.
This was bullshit, of course, but, that was the end of that. Shortly after that, Activision fell, bankrupt and under federal investigation for various crimes, and there was a huge stock fraud thing and... by then we had moved on, and I was working for other companies, like Electronic Arts, and Epyx, and so forth, and Stephen was working for various game companies too. Eventually, Activision reformed, under new management, and became the company you know today.
I spent the next 14+ years trying to get 'Multiverse' made. Each time, I redesigned the game simpler and simpler, in the hopes that a less ambitious version of the idea would actually get done. By the end, my original idea - essentially Spore in 2D, done as an infinite universe, infinite galaxies, infinite worlds platform game, with procedurally generated graphics, music, sound, creatures and levels - was reduced to a crappy JRPG that included nothing of my 'Multiversal Heart', the procedural engine that made Multiverse what it was. Then I had a nervous breakdown, finished with a heart attack. Too much stress over a failed dream. That was the end of my career.
RaharuAharu wrote:Honestly I do not see why your game can not be made today, just look at the success of other
Roguelikes and Dwarf Fortress in todays high end graphics gaming world. These games have a cult following!
Relee wrote:It's not that Jenny's game can't be made today, she just refuses to make anything less than a bleeding edge big-name game. This isn't the first time it's come up.
Jennifer Diane Reitz wrote:Relee wrote:It's not that Jenny's game can't be made today, she just refuses to make anything less than a bleeding edge big-name game. This isn't the first time it's come up.
Actually, it's that after the breakdown and the heart attack, I am so over making video games. It just isn't worth it anymore. It isn't fun anymore. That's the deal.
Tarn Adams wrote:They just weren’t that complicated or new after a while, when this graphics stuff started picking up. I suppose when the first 3D ones started coming out. A lot of the procedural stuff people are just starting to do should have been done many, many years ago, if you ignore the graphical side of it.
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