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The Early Days of id Software
John Romero @romero
Milan | November 29 - 30, 2018
ID SO FTWARE’ S
EARLY DAYS
AS T OLD BY J OH N RO M ERO
Inside Out Software
John Carmack Adrian Carmack(not related!)
Me
John
This is John’s Dungeons and Dragons
table where we played all our sessions
NES with SMB3 running on it and
an Advantage joystickThe 1st level
of our demo
Cheap
chairs
386/33s from
Softdisk
Eraser fluid
Whiteboard
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
Founded February 1, 1991
No prototypes. Just make the
game. Polish as you go. Don’t
depend on polish happening
later. Always maintain
constantly shippable code.
QUICK STORY!
It’s incredibly important that
your game can always be run
by your team. Bulletproof
your engine by providing
defaults upon load failure.
Keep your code absolutely
simple. Keep looking at your
functions and figure out how
you can simplify further.
STA G E 2
Great tools help make great
games. Spend as much time
on tools as possible.
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.
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.
Use a development system
that is superior to your target.
QUICK STORY!
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.
QUICK STORY!
Encapsulate functionality to
ensure design consistency.
This minimizes mistakes and
saves design time.
QUICK STORY!
Turbo Mode
28 Games
5.5 years
Fewer than 10 developers
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.
Programming is a creative art
form based in logic. Every
programmer is different and
will code differently. It’s the
output that matters.
The Early Days of id Software
John Romero @romero
Madrid | November 29 - 30, 2018
Thank You.
Instagram: @theromero
Twitter: @romero
john@romero.com
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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John Romero - The Early Days of Id Software: Programming Principles - Codemotion Milan 2018

  • 1. The Early Days of id Software John Romero @romero Milan | November 29 - 30, 2018
  • 2. ID SO FTWARE’ S EARLY DAYS AS T OLD BY J OH N RO M ERO
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
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  • 17. John Carmack Adrian Carmack(not related!)
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  • 29. Me John This is John’s Dungeons and Dragons table where we played all our sessions
  • 30. NES with SMB3 running on it and an Advantage joystickThe 1st level of our demo Cheap chairs 386/33s from Softdisk
  • 32. 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
  • 34.
  • 35. No prototypes. Just make the game. Polish as you go. Don’t depend on polish happening later. Always maintain constantly shippable code.
  • 37.
  • 38.
  • 39. It’s incredibly important that your game can always be run by your team. Bulletproof your engine by providing defaults upon load failure.
  • 40.
  • 41.
  • 42. Keep your code absolutely simple. Keep looking at your functions and figure out how you can simplify further.
  • 43. STA G E 2
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  • 46. Great tools help make great games. Spend as much time on tools as possible.
  • 47.
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  • 52.
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  • 54.
  • 55.
  • 56. 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.
  • 57.
  • 58. 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.
  • 59.
  • 60. Use a development system that is superior to your target.
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  • 75. 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.
  • 76.
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  • 90.
  • 91. Encapsulate functionality to ensure design consistency. This minimizes mistakes and saves design time.
  • 92.
  • 94.
  • 95.
  • 96.
  • 97. Turbo Mode 28 Games 5.5 years Fewer than 10 developers
  • 98. 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.
  • 99. Programming is a creative art form based in logic. Every programmer is different and will code differently. It’s the output that matters.
  • 100. The Early Days of id Software John Romero @romero Madrid | November 29 - 30, 2018
  • 101. Thank You. Instagram: @theromero Twitter: @romero john@romero.com
  • 102. 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