3 ms·
As someone who frequently dabbled in but rarely contributed to the MZX scene, I can concur. There were a lot of formative experiences in it, even though the nat
by mntmoss 7y ago
As someone who frequently dabbled in but rarely contributed to the MZX scene, I can concur. There were a lot of formative experiences in it, even though the nature of the tools, unlike ZZT which has always been very productive for a certain kind of gameplay, often drove creators away from completion and into demoscene-esque hacking to break the limits and make their games more like "real" games. I was most engaged with it in its first years before going open-source, 1995-98 or so. The development since then has made it even more of a curiosity, with so many ways to customize your project in a way that will vastly expand its potential scope.
But it was a friendly environment to start in, and didn't try to push you towards professionalizing as tends to be the case with modern game engines - there were plenty of MZX games that I enjoyed and completed in test mode after getting softlocked by some bug and going out to the editor to fix it. There's a lesson in that, for sure - far different from the climate of Steam review comments.