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Articoli/n°41
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CHECK THE MAIL by Chris Purvis
So you want
to know what a programmer on a LucasArts adventure game like The Curse
of Monkey Island does all day? Well, our days are filled with lots of
complicated and important tasks. The first thing I do each morning is the
most important thing I do all day. I sit down at my computer and, of
course, I read my E-Mail.
Lets see here…
The first letter is from Jonathan Ackley and Larry Ahern, the Project
Leaders. "…We've decided that the jokes you are writing aren't funny
enough, you're fired…" Ah, just another inspirational reminder to keep up
the good work. They're such kidders. Actually, the best part about
programming a LucasArts adventure is that you get to write lots of the
interactive dialogue and jokes that go into the game. It's very rewarding,
at least it is as long as everyone else thinks your jokes are as funny as
you think they are.
Okay, next letter…
This one is from out Art Technicians. Looks like they have something ready
for me. "…For this animation to work properly, Guybrush must be facing
southwest anytime you want him to pull the umbrella out of his pants…"
Livia Mackin, Kim Gresko, and Andrew Nelson are the Art Technicians on the
game. They take the raw art that is produced by the artists and animators,
and process it so that it can be wired into The Curse of Monkey Island.
They have one of the toughest jobs on the team because they have to take
all this 32-bit art and reduce it to 256 colors, all the while maintaining
the aesthetics of the original piece. Fortunately for us, they are good at
their jobs, and it’s almost impossible to tell that the game is only 8-bit
color.
When the Art
Techs finish processing an animation, they hand it off to the programmers
to actually add it into the game. We then have to make sure that Guybrush
is using the right colors, standing in the right place, and is scaled
correctly when the animation gets run.
Okay, I'm done
with that. Uh-oh, the next letter is from Dan Pettit, our Lead Tester. "…When
I use the pistol on the pirate literature Guybrush's head turns backwards
and he starts sliding all over the room. Pathetic fool! I have defeated
you just as I defeat all of your programming kind! HA HA HA HA HA HA HA HA
HA!!!!!!!!!!!!!!!" (Sometimes Dan and his testers get a little excited
when they find bugs in the game). Well, unfortunately he's right. This is
the kind of bug that can actually happen in a game programmed in SCUMM.
It's up to Dan and the rest of the Quality Assurance team to make sure
that we're the only ones who ever see them. I'd better fix that now.
Well, what do you
know, it's time to go home. Just one more letter in my inbox. "…Chris, are
you done with that darn PCGamer article yet? If not, you’re fired!...Those
kidders, again. I guess it’s more overtime for me.
Chris Purvis
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