It's not unusual to ask yourself the question among indiedev. What struck me is that the question was raised this time by someone who's been interviewed by Pix'n'Love and makes games with his son: Dale Coop.
There are moments when I wonder, “Why am I doing all this?” It takes so much time, few people care, and it brings nothing in return. The majority of people don’t even know it exists. Should I just move on to something that makes more sense for my life and family? That’s where I am today 😔 -- Dale Coop
I know that feeling. I relate it to those time where you feel the urge to eat, but nothing you eat seems to quiet it. Because actually, I need to eat something different (sometimes more fruity, sometimes more crunchy, ...) Sometimes gamedev is satisfying, sometimes we need something else.
What tend to make me wonder "why am I ..." is the overall dsgametools approach. 20 years past the introduction of the NintendoDS, and despite my first game on the system is now about 15 years old, none of my relatives have really picked up the tools and start making their own PPP games with them. It is heartwarming to read veteran artist say "your tools are perfect and tailored to your needs", yet
- basic *EDS tools apparently feel repulsive to friends and nephew and will be lacking to professionals
- conversion tools are so tricky to use, you'd better consider them inexistant
- I've got nice IRL chat sessions with my son about the game design overall, but pencil drawing is none of his hobbies so I'm left with all the job anyway
- mixing script and C++ code in the engine doesn't feel that useful when I'm the only developer anyway. It makes many debugging sessions more complicated that they should because you can't really single-step the GobExpressions
Nobody ?
Well, I've encountered some github project to decompile the original Rayman title on PSX. I was looking for the code of that tricky-to-beat bandlands bug, and I got intrigued by some of the GO_SPEED, GO_LEFT, etc. you could find in the "top" function DO_MIT_COMMAND. No reference to that anywhere else in the codebase. I was also puzzled by the "skipToLabel();" calls. Digging through references, I end up with just one big "load" function filling all the commands together with other loads for the level... So they're not just some data part of the game engine.
I couldn't find anything like "Rayman Level Format" as I hoped, but I found Ray1Map ... the website that pretends to be a Rayman 1 level editor, and that's nearly as good as far as I'm concerned.
And there, we can view the commands for each individual enemy in the game. Some of them will be delivered to per-enemy handler (like LEFT % and RIGHT %), many will affect variables that those handlers can check and manipulate (especially enemy state), but there's also a whole set of flow control instructions for loops, branches, and even subroutine calls. And as you can see, the programs are already quite sophisticated. But that was used, and not only by that game (and its numerous ports), not only for other Rayman games (like the designer kit or the Junior series), but for dozens of unrelated platformers until the GBA era... or so does the Readme.md file suggests.
So well ... let's say that for 32-bit consoles, that approach makes sense, and recreating a game engine that deals with such abstract code at runtime isn't a bad idea. I just need to give myself better tools to address the debugging aspects... like presenting the whole thing as the debugger for a virtual machine that does not exists ?