Since there seems to be a lot of self-righteous chest thumping about in this thread, I decided to go through two minutes of annoying-as-hell registration and link clicking to post a simple reply. I only point this out because it takes less time to start an Apple //e, boot a game and actually start playing it. Even with an SSD, your PC will still be lucky to get as far as a login prompt.
Now, let's set a few things straight for all the trolls that are mistaken that jeering others' work counts as intellectual discourse. I digress.
1) I am most certainly not autistic. A bit of an introvert, but assuredly I am quite comfortable in large groups, meeting new people, etc. In fact, a lot of ideas that are in this game started as bits and pieces of conversations had in the news groups with like-minded retro computer fanatics -- as others said the conversations there are very much like listening to 50 year olds talk about their car restoration projects.
2) The game is not done. I really can't emphasize this. And lambasting something that is still under development is really not a positive motivator. Because most of it is actually open-source (specifically Apache-licensed), you are more than welcome to pick up where we started. Fork the code base. Do your own thing with it. Show us up. Even better, submit some new features and bug fixes in a pull request and I'll be more than happy to entertain your contributions. It's all a labor of love and we're doing it for fun. We don't need your permission to rock, but there's always room for one more in this party.
3) Before going on and on about the graphics quality, 8-bit sucks, blah blah... I implore you to actually review the source code. Yes, you've seen some screenshots of the 8-bit apple stuff. Keep in mind that the editor was made in JavaFX and is designed with an open philosophy that you can build any sort of tile-based RPG game data for any platform. That includes full 24-bit non-pixelated ones too. It's just data... You're only limited by what the target platform can produce.
4) Are we going to port it to other stuff? Well, yeah I kind of need to test the event scripting and prove out some scenarios before I go through the challenge of converting my code from javascript/html5/canvas to 6502 assembly. Since the game editor is java-based, it makes sense to preview the game logic in something that takes little time to code. Since I do professional websites for a living, HTML5/Canvas/Javascript is the shortest path for me to go. It's not a promise, but it's a good next step so that the creative people can design a game and the coders can work on the engine without stepping all over each other.
So why the retro? Well, it's a return to our roots -- and for me a source of personal satisfaction to finish something I left unfinished over half my life ago. But mainly, it's coded on a retro platform to prove some points that we think are, and always will be, relevant to gaming.
1) A game that tells a story needs to tell a good story effectively, or it is a crappy game. Anything that misses this point ruins the whole ethos and the player's attention will sway to things they enjoy more, like watching grass grow.
2) Constraints are the best way to challenge yourself to do things you thought were impossible. Forcing a more modern flavor RPG into a small 8-bit form factor forces us to throw out a lot of things that don't make sense or, more importantly, DO NOT CONTRIBUTE TO THE STORY. It makes us think about -- and really focus on -- telling a good story. I was kind of offended by a few comments that coding a new game on an old platform is only an exercise in futility. You know what is a real exercise in futility? A game that forces the player to experience-grind in order to go to part "B". I'm DONE WITH THAT MECHANIC.
3) Fancy cool wizbang stuff is meaningless unless it can be used to tell the story and bring the character in. We're not coding demoscene effects to show off our coding prowess. I know people who have been in the game industry for a LONG time. It's not about how good of a coder you are. It's about if your game is fun to play -- and a lot of that goes into the creative aspects of the thing.
I've had some interesting conversations with a buddy of mine who worked on some really big titles for a very popular console maker (namely a really difficult game involving a monkey wearing a tie) and he agreed: It used to be more fun making games when you had more limitations. Today people just slap whatever they want in the game and obsess over every little detail instead of thinking about what matters most: Making a fun game.
Don't worry, if you actually want to play it -- even via emulation -- you won't have to try very hard to boot it up. I authored JACE (Java Apple Computer Emulator), I can make this game work for you too.
-B