If that name was “Gimmicky”, that’s all I took from it honestly. Using an N64 to learn to program games is one thing, but this obsession with making full fledged games on dead consoles is just bizarre. You’re catering to a very specific niche. Plenty of people see “on N64” and immediately pass by it because we have no ability or reason to play that. Most of us would have to emulate it on another device anyways, entirely defeating the purpose.
Oh, and quick questio(don’t cheat): what is the dev(s) name(s)? Cus I sure as hell haven’t noticed that part at all in any of the convos. Just “that guy who made”.
Making a game on the N64 today shows you can work within the limitations of much less powerful hardware. From a hiring perspective, it means you can say “I ported Portal to the N64” which says a lot more about your skill set than “ I made a 3D FPS with these neat twists”. It stands out.
I don’t know the name of the devs, but I would certainty pay more attention to their next project if I knew that it was made by the same people, which you can include in the description of your next game.
I’m a little confused about what you mean. Is the implication that nobody (particularly employers) would care about being able to optimise a game because US games are so inefficient as demonstrated by their massive install sizes? That’s my guess but let me know if that’s incorrect. If my interpretation is correct then I don’t think that would make much of a difference. It’s not about needing to hire people who can do optimisation, it’s about the skill that went in to it and standing out from everybody else. If you were capable of learning that, on extremely old hardware with what I would assume requires a lot more manual work to do basic tasks compared to more modern game engines, imagine what they could do with all the extra tools!
If that name was “Gimmicky”, that’s all I took from it honestly. Using an N64 to learn to program games is one thing, but this obsession with making full fledged games on dead consoles is just bizarre. You’re catering to a very specific niche. Plenty of people see “on N64” and immediately pass by it because we have no ability or reason to play that. Most of us would have to emulate it on another device anyways, entirely defeating the purpose.
Oh, and quick questio(don’t cheat): what is the dev(s) name(s)? Cus I sure as hell haven’t noticed that part at all in any of the convos. Just “that guy who made”.
Making a game on the N64 today shows you can work within the limitations of much less powerful hardware. From a hiring perspective, it means you can say “I ported Portal to the N64” which says a lot more about your skill set than “ I made a 3D FPS with these neat twists”. It stands out.
I don’t know the name of the devs, but I would certainty pay more attention to their next project if I knew that it was made by the same people, which you can include in the description of your next game.
In Unity?
So, it took 15 minutes right?
Yes, because US game devs are so well known for their small install sizes. Are you serious?
I’m a little confused about what you mean. Is the implication that nobody (particularly employers) would care about being able to optimise a game because US games are so inefficient as demonstrated by their massive install sizes? That’s my guess but let me know if that’s incorrect. If my interpretation is correct then I don’t think that would make much of a difference. It’s not about needing to hire people who can do optimisation, it’s about the skill that went in to it and standing out from everybody else. If you were capable of learning that, on extremely old hardware with what I would assume requires a lot more manual work to do basic tasks compared to more modern game engines, imagine what they could do with all the extra tools!