But by this point, already, they were shifting towards something faster. The first playable prototype felt too slow, and Rick was grappling with the challenge of how to find the fun — of how to streamline and whittle down their extensive ideation into a great game.
(I don't want to spoil the story, but the answer came from one of the programmers, Tim Deen.)
The vision for Age of Empires evolved considerably over time. Here you can see a hint of how much more geared they were early on towards Sid Meier's Civilization and other slower-paced strategy and simulation games. Initial plans were akin to a modern survival sim colony builder with Civ elements.
I'm going to post semi-random dev materials from Age of Empires 1 every day from today until the end of the KS campaign (https://www.kickstarter.com/projects/gabedurham/age-of-empires-how-ensemble-studios-made-history) for my book about the creation of the game. First up, the cover and a page from one of lead designer Rick Goodman's earliest design docs.
https://www.kickstarter.com/projects/gabedurham/age-of-empires-how-ensemble-studios-made-history
https://www.kickstarter.com/projects/gabedurham/age-of-empires-how-ensemble-studios-made-history
Thanks to @wolfinpdx for the link.
Transfer Point is now available! It’s a point-and-click adventure game about regret, forgiveness, and email. It was made in World Builder, a Mac app from 1986. You can play it free in your web browser. InvisiClues are also available here if you need a hint! https://robotspacer.software/transfer-point.html #MARCHintosh
It's clear that AI assisted coding is dividing developers (welcome to the culture wars!). I've seen a few blog posts now that talk about how some people just "love the craft", "delight in making something just right, like knitting", etc, as opposed to people who just "want to make it work". As if that explains the divide.
How about this, some people resent the notion of being a babysitter to a stochastic token machine, hastening their own cognitive decline. Some people resent paying rent to a handful of US companies, all coming directly out of the TESCREAL human extinction cult, to be able to write software. Some people resent the "worse is better" steady decline of software quality over the past two decades, now supercharged. Some people resent that the hegemonic computing ecosystem is entirely shaped by the logic of venture capital. Some people hate that the digital commons is walled off and sold back to us. Oh and I guess some people also don't like the thought of making coding several orders of magnitude more energy intensive during a climate emergency.
But sure, no, it's really because we mourn the loss of our hobby.
I am nearly 95% funded for my new book, Flong Time, No See, a collection of what (I think) are charming and quirky essays that weave together the history of obscure printing practices and working people’s lives. The campaign ends Tuesday! https://www.kickstarter.com/projects/glennf/flong-time-no-see?ref=aj65aw
😂
"To underscore the consequences of not having that kind of data, Smiley pointed to a recent attempt to rewrite SQLite in Rust using AI."
"It passed all the unit tests, the shape of the code looks right," he said. It's 3.7x more lines of code that performs 2,000 times worse than the actual SQLite. Two thousand times worse for a database is a non-viable product. It's a dumpster fire. Throw it away. All that money you spent on it is worthless."
https://www.theregister.com/2026/03/17/ai_businesses_faking_it_reckoning_coming_codestrap/
This in-development C64 fan conversion of The Secret of Monkey Island looks incredible. https://pixeldust.se/monkey-island-project
Transfer Point is a point-and-click adventure game for Macintosh. It was made in World Builder and MacPaint, and it fits on an 800K floppy disk. It also has an egret. Coming soon for most web browsers, or as a download to play on your classic Mac. https://robotspacer.software/transfer-point.html #MARCHintosh