My nasty little secret was that discipline had fallen out of fashion. Which means that my retelling of the past, long believed, that Orson led to Citadel II… might be in error. Which means I was designing Citadel II in the year before Orson was published. It’s hard to see here, but on the GUI sketches, I’ve scribbled in “(c) 1994 Joel Goodwin”. Citadel II – Pseudocode Citadel II – GUI Citadel II – Level designīut where did that decision occur? Having reviewed the documentation of Citadel II closely, I’ve discovered my memory might have been in error. Somewhere along the line I decided I would make a Citadel II. Orson was snappier than The Citadel but the latter was more interesting to play. A few months later, New Atari User also published The Citadel as a disk bonus, since the game was no longer being sold. #Stencyl space invaders code#I took The Citadel code and spun a Sokoban clone out of it called Orson (Joel Goodwin, 1995) which became a bonus game for New Atari User disk subscribers. I knew of color clocks and processor interrupts, I knew of secret 6502 opcodes and I knew better than to rely on the operating system when writing a game. I was a warlock of the 8-bit Atari home computer system. I had set my sights low and dedicated myself, no matter the cost, to finishing one project, The Citadel (Joel Goodwin, 1993). A pathetic pattern of unfinished projects and half-baked prototypes had been broken through discipline. I told him about my grand game-making plans, hoping this would sell me as an unstoppable code hero who could work machine language like Jimi Hendrix worked the guitar. I asked Geoquest Dude how I might make myself more valuable after my research was complete. I was impressed by one guy from a company called Geoquest that made oil field mapping software, and followed up on email. Mathematicians being squeezed out of the academic womb. #Stencyl space invaders series#We had a series of presentations from industry types looking to charm the latest batch of Dr. It was the difficult second year of my PhD at Reading University, where far too many of my water wave simulations exploded into colourful infinity and I wanted to shoot my research in the head five times. In the second part, Learning to Run, I wrote a game in machine-language which was sold commercially. In the first part, Learning to Walk, I learnt to program and make games on the Atari 8-bit home computer. This is the final part of the Learning Curve trilogy.
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