[game_preservation] Recreating game development environments
    Vowell, Zachary W 
    zvowell at austin.utexas.edu
       
    Fri Aug  1 15:50:32 EDT 2008
    
    
  
> I was recently approached by a game programmer who was interested in
> recreating game development environments used by game developers in the 80s
> and 90s, etc.  Or as he called them, "asset creation environments."
>
    >I haven't seen it discussed, but as the others have said, a lot of
    >in-house tools would have been used.
Yes, but doesn't the fact that they're in-house make them all the more "ripe" for preservation?  (i.e., they're closer to the brink of oblivion than publicly distributed tools/editors/assets).  I do agree it'll be a stroke of luck to find stuff like this, though.
    >Some do exist (and have been fan-modded to work today), released at some
    >point. For instance, the Doom level editors / source code (with the
    >compiler needed to compile it) are available. No doubt getting a
    >similar-era PC would allow you to experience that again pretty reliably.
    >Some others around too, give or take, but there's no list I know of.
Oh yeah! I remember reading about the Doom editors- starting with something like that might be a good first step.  Thanks for the refresher, Andrew.
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