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Well I don’t think there’s a definition of world-class but Jonathan Blow not only designed and produced Braid and The Witness, but also programmed most of the e
by Glench 8y ago
Well I don’t think there’s a definition of world-class but Jonathan Blow not only designed and produced Braid and The Witness, but also programmed most of the engines for those games and they’re largely bug-free. That’s a pretty amazing feat that I don’t think many engineers could do.
- blueboo 8y agoSurely that opinion requires believing programming "most of the engine" (prototyping) and engineering production code are the largely the same thing
- Glench 8y agoAre you saying Jonathan Blow only prototyped his games? Because he didn’t — he also programmed the shipped game code. You can watch him program his new game live on his twitch stream or see the archived streams on YouTube: https://www.youtube.com/channel/UCCuoqzrsHlwv1YyPKLuMDUQ https://www.youtube.com/channel/UCCuoqzrsHlwv1YyPKLuMDUQ (which, by the way, he’s doing in a new programming language he created and made a compiler for) It’s almost unbelievable what Jonathan Blow and his small team have been able to accomplish.
- justinhj 8y agoJonathan’s real standout qualities are game design, self promotion and shipping a hit game. As a game dev that has worked on 20 or more games I wouldn’t put one like Braid at the top of my hard to program list. It’s a 2d puzzler. The time manipulation stuff is really great but again not technically difficult. That he is making his own language is more a sign that he’s indepently wealthy and has the time to do so. Many programmers have tried and failed to do the same. I will be impressed if he delivers a game that uses the language even more so if the language spreads further.