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.
32. DeluxePaint II
with tiles
NES with SMB3 running and
Advantage joystick on a 13-channel
TV set. VCR under NES.
More cheap chairs
Bedsheet used
as tablecloth
46. “Great tools help make great
games. Spend as much time
on tools as possible.
47.
48.
49.
50.
51.
52.
53.
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.
72. • at the beginning of i started working with Raven Software and developed Heretic using the DOOM engine. i want
an inventory system in a medieval version of DOOM would play. it turned out great
• at the beginning of i started working with Raven Software and developed Heretic using the DOOM engine. i wan
an inventory system in a medieval version of DOOM would play. it turned out great
73. • at the beginning of i started working with Raven Software and developed Heretic using the DOOM engine. i want
an inventory system in a medieval version of DOOM would play. it turned out great
• at the beginning of i started working with Raven Software and developed Heretic using the DOOM engine. i wan
an inventory system in a medieval version of DOOM would play. it turned out great
74.
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. • at the beginning of i started working with Raven Software and developed Heretic using the DOOM engine. i want
an inventory system in a medieval version of DOOM would play. it turned out great
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