I Really Blew It | Interactive Storytelling Tools for Writer

I Really Blew It | Interactive Storytelling Tools for Writers


I recently realized that I have been wasting my time on a dumb effort for the last 35 years. It all started back in 1983. My game for the Atari, Eastern Front (1941), had been a big hit, and Dale Yocum of the Atari Program Exchange suggested that I release the source code for it. This was an exciting idea, as nobody had ever release source code for a commercial game before then, and I readily agreed. However, I insisted that the source code be thoroughly explained, so I spent some months writing up a long explanation of all the algorithms used in the game. The entire package came to some 150 pages. We charged a lot of money for it, so it didn’t sell many copies. Still, I hoped that the buyers would use the ideas in the package. I was disappointed, because only one game appeared using any of the ideas we published in the source code: Ghost Ship, by Kellyn Beeck. Perhaps somebody else used some of the ideas without my knowing, but I rather doubt it.

Related Keywords

United States , American , Thomas Kuhn , Charles Babbage , Albert Einstein , Dale Yocum , Gregor Mendel , Kellyn Beeck , Macintosh , Qatari , Atari Program Exchange , Microsoft , Eastern Front , Ghost Ship , Microsoft Press , Different Perception , Political Immaturity , Previous Success , ஒன்றுபட்டது மாநிலங்களில் , அமெரிக்கன் , தாமஸ் குன் , சார்லஸ் முட்டைக்கோஸ் , ஆல்பர்ட் ஐன்ஸ்டீன் , டேல் யொக்கும் , கிரெகோர் மெண்டல் , மேகிண்டோஷ் , அட்டாரி , அட்டாரி ப்ரோக்ர்யாம் பரிமாற்றம் , மைக்ரோசாஃப்ட் , கிழக்கு முன் , பேய் கப்பல் , மைக்ரோசாஃப்ட் ப்ரெஸ் , வெவ்வேறு கருத்து , ப்ரீவியஸ் வெற்றி ,

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