Fallout Developer Profile: Tim Hume
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Fallout Developer Profile: Tim Hume
<strong>[ Game -> Interview ]</strong>
<p><strong>NMA</strong> has released a new entry in their Fallout Developer Profile series. This time it's Mac Programmer <strong>Tim Hume</strong>:</p><p> </p><blockquote><em>I
did all the programming, of course. But my job also involved
proof-reading the manual, getting someone to do a desktop theme in the
Fallout style, and doing a few interviews.
My main role was programming. I had to get the sound, graphics, game
play, etc. to work on the Mac. This was the first game that I had that
much responsibility for. It was a lot of work.
I had a lot of problems getting the performance to be good enough. All
the design and development decisions were based on the PC's strengths
and weaknesses. The waves and fire were done using palette switching.
That was fast on the PC, but slow on the Mac. It would have been faster
on the Mac to animate it using frames. The Mac wasn't limited to 8-bit
color like the PC was at the time.
Other bugs showed up from using a different compiler for a different
operating system on a different CPU. I was using CodeWarrior on the
Mac, and they were using Microsoft Visual C on the PC. Of course, a
good thing with this was that these two versions would uncover bugs
that might not have been caught if there had just been the PC version.
This helped the PC development go a little faster. The problem for me
was that I was the only one tracking down all the ones that showed up
only on the Mac, and there were a dozen to find the ones showing up on
the PC.
One of the fun things I added to the Mac version that wasn't in the PC
version was having the Pipboy talk. I used the Mac's Text to Speech
capability. When the Pipboy came up, it would say hello. It would have
different greetings on various holidays. I'm not sure if many people
noticed it. When the game was ported to OS X, they dropped that. I
don't know why.</em></blockquote><p> </p><blockquote><p>Read the whole thing <a target="_self" href="http://www.nma-fallout.com/article.php? ... 5">here</a>. </p><p> </p></blockquote><p>Spotted @ <a href="http://www.nma-fallout.com">No Mutants Allowed</a></p>
<p><strong>NMA</strong> has released a new entry in their Fallout Developer Profile series. This time it's Mac Programmer <strong>Tim Hume</strong>:</p><p> </p><blockquote><em>I
did all the programming, of course. But my job also involved
proof-reading the manual, getting someone to do a desktop theme in the
Fallout style, and doing a few interviews.
My main role was programming. I had to get the sound, graphics, game
play, etc. to work on the Mac. This was the first game that I had that
much responsibility for. It was a lot of work.
I had a lot of problems getting the performance to be good enough. All
the design and development decisions were based on the PC's strengths
and weaknesses. The waves and fire were done using palette switching.
That was fast on the PC, but slow on the Mac. It would have been faster
on the Mac to animate it using frames. The Mac wasn't limited to 8-bit
color like the PC was at the time.
Other bugs showed up from using a different compiler for a different
operating system on a different CPU. I was using CodeWarrior on the
Mac, and they were using Microsoft Visual C on the PC. Of course, a
good thing with this was that these two versions would uncover bugs
that might not have been caught if there had just been the PC version.
This helped the PC development go a little faster. The problem for me
was that I was the only one tracking down all the ones that showed up
only on the Mac, and there were a dozen to find the ones showing up on
the PC.
One of the fun things I added to the Mac version that wasn't in the PC
version was having the Pipboy talk. I used the Mac's Text to Speech
capability. When the Pipboy came up, it would say hello. It would have
different greetings on various holidays. I'm not sure if many people
noticed it. When the game was ported to OS X, they dropped that. I
don't know why.</em></blockquote><p> </p><blockquote><p>Read the whole thing <a target="_self" href="http://www.nma-fallout.com/article.php? ... 5">here</a>. </p><p> </p></blockquote><p>Spotted @ <a href="http://www.nma-fallout.com">No Mutants Allowed</a></p>
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