Welcome to our third episode examining 1994's Star Wars classic TIE Fighter. We discuss the story of the first expansion pack, address some criticism when it comes to these missions, and Brett digresses over technology from the day. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
TTAG (Time to "Aw, geez"): 1:43
0:35 One segment this week!
Issues covered: licensing and the Expanded Universe, the TIE Defender as the centerpiece of a series of battles, Zaarin and Thrawn, choosing Thrawn over Vader, the mag pulse torpedo, Full speed to Killimaar!, being the Red Baron, technology race, using audio to give you hints and direction, lack of feedback to developers, hobbyist press, calling the hint line, over-long missions, changing the rule set on you, dead time, bulletproofing and A bugs, test plans, algorithmically breaking a game, software vs hardware operations, Caveman Tim, texture mapping, fixed point math, floating point operations vs whole numbers, transform and lighting, capital ship scale, render order and limiting your triangle drawing, overdraw, major revolutions in hardware, streaming podcast recording, beam weapons, zooming.
Games, people, and influences mentioned or discussed: Disney, Trading Places, Dan Ackroyd, Eddie Murphy, Don Ameche, Ralph Bellamy, Heir to the Empire, Totally Games, Star Wars Rebels, The Clone Wars, X-Wing vs TIE Fighter, Scrabble, The Great Waldo Pepper, Robert Redford, Howard Hughes, Abbott and Costello, John Carmack, Steven Spielberg, Sean Clark, Robin Williams, Star Wars: Starfighter, Colony Wars, Wing Commander, Reed Knight, Dark Forces, Voodoo, Tomb Raider, Unreal, X-Wing Alliance, Darren Johnson, miggohoo, Idle Thumbs, DLC, Rogue One.
Finish the game!
@brett_douville, @timlongojr, and @devgameclub