Vintage game boxing continues, with some K.O.s

I’ve talked about the difficulty of restoring an old game designed in the 2015 Unity Engine version. Like many of life’s challenges there comes a time to use a sledgehammer on that nut, ‘crash through’, ‘slam dunk’, ‘run it up the flag pole’ – whatever all that means. In my case it means I just opened the game in the latest 2022 Engine and have steadily combed through the disastrous consequences one at a time.

The surface 2015 game level took a few hours, replacing old code and plug ins until the red text screaming stopped, leaving only the orange. That was the easy bit – I was able to demonstrate that to a room full of people and they didn’t notice any of the weirdness!
I think concealment is how most projects keep their funding.

After hours of work this final level still has models piled on top of each other, broken, missing materials and scripts. But it’s better than starting from scratch. A pretty low bar.

The deeper 2012 levels are mangled in time and space. I’ve made great progress with the top one of them, three more are derelict. The deepest game level is just a catastrophe of intersecting wire frames and missing scripts.

I’ve concentrated on crowd pleasing for the last few weeks (after all the crowd are paying!) ticking off spreadsheets of changes and rules: change this entrance, fix that material, adjust this game rule. But it’s time to dive deep into the chaos, needing to decide how much time is left to rebuild this thing, when to give up, how much to balance this with music.

I’m neglecting music, but then again all I ever hear about is reissuing this or that relic from 1980 something. Some attempts to get live shows have fallen apart. If your experience in music is disinterest there’s very little personal energy to spend.

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