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John Romero - The Early Days of Id Software: Programming Principles - Codemotion Milan 2018

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As co-founders of id Software, John Romero and John Carmack created the code behind the company's seminal titles. The principles they defined through experience in id’s earliest days built upon one another to produce a unique methodology and a constantly shippable codebase. In this talk, John Romero discusses id software’s early days, these programming principles and the events and games that led to their creation.

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John Romero - The Early Days of Id Software: Programming Principles - Codemotion Milan 2018

  1. 1. The Early Days of id Software John Romero @romero Milan | November 29 - 30, 2018
  2. 2. ID SO FTWARE’ S EARLY DAYS AS T OLD BY J OH N RO M ERO
  3. 3. Inside Out Software
  4. 4. John Carmack Adrian Carmack(not related!)
  5. 5. Me John This is John’s Dungeons and Dragons table where we played all our sessions
  6. 6. NES with SMB3 running on it and an Advantage joystickThe 1st level of our demo Cheap chairs 386/33s from Softdisk
  7. 7. Eraser fluid Whiteboard
  8. 8. More cheap chairs NES with SMB3 running and Advantage joystick on a 13-channel TV set. VCR under NES. DeluxePaint II with tiles Bedsheet used as tablecloth
  9. 9. Founded February 1, 1991
  10. 10. No prototypes. Just make the game. Polish as you go. Don’t depend on polish happening later. Always maintain constantly shippable code.
  11. 11. QUICK STORY!
  12. 12. It’s incredibly important that your game can always be run by your team. Bulletproof your engine by providing defaults upon load failure.
  13. 13. Keep your code absolutely simple. Keep looking at your functions and figure out how you can simplify further.
  14. 14. STA G E 2
  15. 15. Great tools help make great games. Spend as much time on tools as possible.
  16. 16. We are our own best testing team and should never allow anyone else to experience bugs or see the game crash. Don’t waste others’ time. Test thoroughly before checking in your code.
  17. 17. As soon as you see a bug, you fix it. Do not continue on. If you don’t fix your bugs your new code will be built on a buggy codebase and ensure an unstable foundation.
  18. 18. Use a development system that is superior to your target.
  19. 19. QUICK STORY!
  20. 20. Write your code for this game only – not for a future game. You’re going to be writing new code later because you’ll be smarter.
  21. 21. QUICK STORY!
  22. 22. Encapsulate functionality to ensure design consistency. This minimizes mistakes and saves design time.
  23. 23. QUICK STORY!
  24. 24. Turbo Mode 28 Games 5.5 years Fewer than 10 developers
  25. 25. Try to code transparently. Tell your lead and peers exactly how you are going to solve your current task and get feedback and advice. Do not treat game programming like each coder is a black box. The project could go off the rails and cause delays.
  26. 26. Programming is a creative art form based in logic. Every programmer is different and will code differently. It’s the output that matters.
  27. 27. The Early Days of id Software John Romero @romero Madrid | November 29 - 30, 2018
  28. 28. Thank You. Instagram: @theromero Twitter: @romero john@romero.com
  29. 29. SI G N ED BY RO M ERO PO STERS € 1 0 B OO K + PO STER € 3 0 C ASH O R PAY PAL JO H N @RO M ERO . CO M

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