It's amazing how many people, for whatever reason, completely miss the point of what we did with Beggar Prince. "Patching/translating" is not accurate, and by no means whatsoever was it easy. Our work on Beggar Prince required extensive reprogramming, which was contracted out to professional Megadrive developers. No, Beggar Prince wasn't a 100% brand-new game from the ground up, but it also wasn't just a case of "translate the text, replace the text, done". In fact, the translation work was the smallest work.Originally Posted by cdoty
I'm not trying to sound rude, I just get a bit insulted when people try to dismiss our work on Beggar Prince as something as simple as just a mere 'translation'.
Incorrect. There are many, many translated games for the Nintendo, Super Nintendo and et cetera. The Genesis / Megadrive, on the other hand, doesn't have all the flashy, fancy debuggers and so on so forth, and thus, its Japanese / Chinese language games get overlooked almost completely. Just to engineer a Japanese / Chinese Megadrive game to accept English text properly is usually a task within itself, due to the almost complete non-existance of helpful tools. What, then does one do? They develop the tools, hardware, etc. on their own, and code new assembly routines to handle any snags that come up.Originally Posted by cdoty
Sure ... it's difficult ... and it doesn't pay a dime.Originally Posted by cdoty
That said, it requires heart and a full belief in yourself and your abilities. Most of the unlicensed or 'homebrew' projects I've seen fail and die over the years weren't due to complexity, they were due to the fact that the developer(s) lost faith in themselves, or lost their focus. Working on new products for dead consoles means you're not going to get a huge crowd cheering you on, especially if you're working on a smaller game - and the problem is, many developers can't keep their spirit up unless they have constant pats on the back from others.
And, unfortunately, people are always more likely to say something negative than they are to say something inspirational. So, you set out to develop a little game. Cool, maybe someone will like it and say, 'thanks'. But ... wait ... they're cursing at me, saying that instead of a puzzle game I should be doing a shooter, or instead of making a clone of Defender, I should be making a clone of Moon Patrol. So ... it's so easy to begin questioning why you're developing anything new at all, for these people, when all they want to do is throw verbal trash at you. And the ones you truly appreciate what you are doing? They rarely speak up ... so, yeah ... believe in yourself or you're done for.
In our case? Everyone told me that working on Beggar Prince was a bad idea, that we'd never finish it, etc., etc. ... and under that kind of negative pressure, I can see many people wanting to give up. Me? I didn't let it phase me, because I had faith in myself and in my team. If you have that faith, that drive - it doesn't matter what everyone else says - and then BAM! - one day, you have a finished product, and everyone's like, "...wow."
True enough. Artists are ... unique people.Originally Posted by cdoty
![]()

Reply With Quote



