遗留代码:学习(业余)游戏开发者如何使用图像冒险创造者

John Aycock, K. Biittner
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引用次数: 6

摘要

游戏程序员是如何使用早期游戏开发工具的,这又如何与人类如何使用工具和技术的大图景相契合?为了帮助回答这些问题,我们开始了考古学和计算机科学之间的跨学科合作。《Graphic Adventure Creator》(GAC)于1980年代中期发行于许多微型计算机上;我们专注于1986年版本的ZX频谱,一个流行的英国电脑的那个时代。GAC是一款用于创造文本冒险游戏的游戏开发工具,可以选择带有图像。我们已经为Spectrum收集了几乎所有已知的gac制作的游戏——超过130个——并对游戏格式进行了逆向工程。我们提取了所有游戏的数据,并构建了一个软件框架来大规模地执行所有这些游戏的静态和动态分析。这些经验数据,加上我们所进行的一些采访的相关信息,让我们对这个工具如何用于制作游戏的本质有了独特的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
LeGACy Code: Studying How (Amateur) Game Developers Used Graphic Adventure Creator
How did game programmers use early game development tools, and how does this fit into the bigger picture of how humans use tools and technology? To help answer these questions, we embark on an interdisciplinary collaboration between archaeology and computer science. Graphic Adventure Creator (GAC) was released in the mid-1980s for a number of microcomputers; we focus here on the 1986 version for the ZX Spectrum, a popular UK computer of that era. GAC was a game-development tool for creating text adventure games, optionally with graphic images. We have amassed a corpus of nearly all known GAC-produced games for the Spectrum – over 130 – and reverse-engineered the game format. We extracted out all the games’ data, and built a software framework to perform static and dynamic analysis of all these games at scale. This empirical data, plus contextual information from some interviews we conducted, gives us unique insight into the nature of how this tool was used to make games.
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