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<TITLE>Re: [game_preservation] Recreating game development environments</TITLE>
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</SPAN></FONT><BLOCKQUOTE><FONT FACE="Verdana, Helvetica, Arial"><SPAN STYLE='font-size:12.0px'>> I was recently approached by a game programmer who was interested in<BR>
> recreating game development environments used by game developers in the 80s<BR>
> and 90s, etc. Or as he called them, "asset creation environments."<BR>
><BR>
>I haven't seen it discussed, but as the others have said, a lot of<BR>
>in-house tools would have been used.<BR>
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Yes, but doesn’t the fact that they’re in-house make them all the more “ripe” for preservation? (i.e., they’re closer to the brink of oblivion than publicly distributed tools/editors/assets). I do agree it’ll be a stroke of luck to find stuff like this, though.<BR>
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>Some do exist (and have been fan-modded to work today), released at some<BR>
>point. For instance, the Doom level editors / source code (with the<BR>
>compiler needed to compile it) are available. No doubt getting a<BR>
>similar-era PC would allow you to experience that again pretty reliably.<BR>
>Some others around too, give or take, but there's no list I know of.<BR>
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Oh yeah! I remember reading about the Doom editors— starting with something like that might be a good first step. Thanks for the refresher, Andrew.<BR>
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