Welcome to Dev Game Club, where this week we continue our series on 1989's Bullfrog Productions hit and originator of the God Game genre, Populous. We talk about using the mouse in 1989 and dive into particular strategies and the surprising depth of the game, before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Another... 5? Levels
Issues covered: the tutorial just going on, restarting a conquest, having a false sense of security in the tutorial, generating more manna early in the tutorials, games being more keyboard-only at the time, evolving use of home computers for games, adventure games/text adventures and interfaces, figuring out the input interface, hard-to-use mouse input, the Taurus/Torus mix-up that gave us Bullfrog Productions, the PC platform space in 1989, RTS improvements to help navigate, keyboard controls, figuring things out on the second or third game, unanticipated phases to the game, avoiding arcadey controls by indirection, slow manna generation, the costs of raising land, the dangers of flooding, leaving a lone knight errant to decimate the enemy, the enemy flooding himself, unanticipated stories, flooding yourself to kill the enemy, the ways the AI cheats, rubberbanding of a sort, using swamps and earthquakes to disrupt the enemy, papal magnet management, the impact of the map, how to analyze a map for an RTS, developing a simple unit-based AI, the Game of Life/cellular automata approach to AI, focusing on knights, using the gather behavior to make tougher nights, how much space castles take up and the borders around them, the macro around score and how far to advance in the 500 levels of Populous, how would one speedrun Populous, modern descendants of the game, loving having Molyneux in the industry, "to think, it all started with baked beans," machine speed in DosBox, not adjusting for time in old video games, what is an honorific, honorifics and first-person identification in Japanese, observing sexism as potentially embedded in the writing alphabet, gendered particles/radicals and similarities to Romance languages.
Games, people, and influences mentioned or discussed: Prince of Persia, Civilization, Ultima (series), Doom (series), Quake, King's Quest, Space Quest, LucasArts, Dark Forces, Ultima Underworld, Duke 3D, Amiga, Peter Molyneux, World of Warcraft, 22 Cans, EA, Microsoft, Fusion, SNES, SimAnt, Game Developer, Warcraft, Dune, Command & Conquer, Game of Life, John Conway, Darwinia, WarGames, Introversion Software, DEFCON, Uplink, Prison Architect, Scanner Sombre, Godus, Curiosity: What's Inside the Cube, Dungeon Keeper, Fable (series), Mr. Beast, Chris Corry, Syndicate, Johnny Pockets, Chrono Trigger, Phoenix Wright: Ace Attorney, Harry Potter, George Orwell, allthosewhowander.org, Kirk Hamilton, Aaron Evers.
That Italian translation article I mention
It is in fact possible to navigate the view window with the number pad. But the number pad does in fact control the viewport scrolling. The problem is, the number pad and the mouse are typically both controlled with the right hand.
Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub