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PostPosted: Mon Jun 22, 2009 1:07 am 
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MustardJeep wrote:
In order of difficulty

Playing Uru -> Making Ages for Uru -> Programming Uru


My order is a bit different. I hesitate between

1) Playing Uru -> Programming Uru -> Making Ages for Uru
2) Programming Uru -> Playing Uru -> Making Ages for Uru

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PostPosted: Mon Jun 22, 2009 1:22 am 
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I'm guessing that the publisher they're working with is Sunsoft. The USA is in an economic slump. What better company to get funding from than one from Japan?

Also, they worked with Sunsoft on Myst for the iPhone.

Anyways, it seems the Myst games and Uru were quite a sensation in Japan. Sunsoft is probably interested enough to fund Cyan to make something other than a Myst or Uru game.

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PostPosted: Mon Jun 22, 2009 3:43 am 
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Call me fickle but I am kinda looking forward to their "not uru" stuff. Cosmic osmo was a little to vanilla/grade school to have very wide appeal. I hope what ever it is will be a step up and in the right direction for them.

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PostPosted: Mon Jun 22, 2009 4:11 am 
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Lontahv wrote:
I'm guessing that the publisher they're working with is Sunsoft. The USA is in an economic slump. What better company to get funding from than one from Japan?

Also, they worked with Sunsoft on Myst for the iPhone.

Anyways, it seems the Myst games and Uru were quite a sensation in Japan. Sunsoft is probably interested enough to fund Cyan to make something other than a Myst or Uru game.


Sunsoft also published realMyst. Maybe either Cyan enjoyed working with them or they already had Myst distribution rights. :)

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PostPosted: Wed Jun 24, 2009 12:01 am 
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I think Sunsoft is a probable partner on this new project as well.

The iPhone Myst release was a hit, so it stands to reason that they'd want to work with Cyan on more small games in hopes of further success.

I'm really curious about what Cyan is working on now. Whatever it is, I bet it'll be good.

I think Cyan Worlds doing some non-Myst games is a good thing; applying their artistic skills and creativity to other game genres or styles, may be profitable, and it may open some doors. People think of Cyan as the "Myst developer" and if they show they can do something different then they can draw attention from audiences, and publishers, that have traditionally ignored Cyan's work.

As for me, I think playing Uru is easiest, making ages is harder, and programming is harder still.

But that's just my view; I'm not very good at programming.

Also, it's good to hear from Chogon about the Open Source project and know that it's not abandoned, but it is somewhat disconcerting to see that it's all being held up by one ex-Cyan employee.

We'll see what happens next, and we'll be eagerly anticipating further news on both Open Source Uru and whatever new game Cyan Worlds is working on right now.

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PostPosted: Wed Jun 24, 2009 12:05 am 
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Anybody who would think programming could be easier than playing has never seen a compiler in his life.

I might give you easier than Age design, but I'd have to see Age design.


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PostPosted: Wed Jun 24, 2009 3:36 am 
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Does that apply to any compiler or only to one specific compiler?

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PostPosted: Wed Jun 24, 2009 12:19 pm 
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I think the compiler is the thing that usually tells you in how many ways you've failed as a programmer. :roll: :lol:

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PostPosted: Wed Jun 24, 2009 12:23 pm 
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greendragoon wrote:
I think the compiler is the thing that usually tells you in how many ways you've failed as a programmer. :roll: :lol:

:lol: :lol: :lol: Never thought of it that way... but yeah.

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PostPosted: Wed Jun 24, 2009 1:45 pm 
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It won't tell you all the ways.

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PostPosted: Wed Jun 24, 2009 2:08 pm 
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That's what debuggers and code check programs are for.(I recently discovered FindBugs.)


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PostPosted: Wed Jun 24, 2009 3:25 pm 
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Now I understand why you said playing is easier than programming.

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PostPosted: Wed Jun 24, 2009 11:56 pm 
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Programming includes playing. Something can never be simpler than one of it's component parts.

I mean hey, programming's more complex than just fixing bugs, which is what I do at work currently. Bug fixing involves four basic stages.

1: reproduce the bug.
2: locate cause of bug.
3: fix cause of bug
4: verify bug is fixed by attempting to reproduce the bug again.

Steps 2-4 tend to be repeated a few times for bigger bugs.

You'll note, though, 1 and 4 involve using the product(playing the game).


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PostPosted: Thu Jun 25, 2009 12:11 am 
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On debugging, playing the game is obviously easier than programming it. But on a general aspect, I find programming to be easier than playing many games.

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PostPosted: Thu Jun 25, 2009 12:59 am 
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Volfram wrote:
Programming includes playing. Something can never be simpler than one of it's component parts.

I mean hey, programming's more complex than just fixing bugs, which is what I do at work currently. Bug fixing involves four basic stages.

1: reproduce the bug.
2: locate cause of bug.
3: fix cause of bug
4: verify bug is fixed by attempting to reproduce the bug again.

Steps 2-4 tend to be repeated a few times for bigger bugs.

You'll note, though, 1 and 4 involve using the product(playing the game).

You forgot step 5. Verify bug correction doesn't introduce new bug(s). Oh. and 2.5. Ensure other portions of software don't rely on side-effects from this bug.

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