Abram Jablonski is a Senior Software Engineer/Architect that specializes in highly-dynamic data-driven applications. He has been developing software for over 15 years now in the Department of Defense and commercial sectors, and has been involved with numerous projects related to the implementation or support of high-tech systems. As his first full-scale (but still very indie) commercial venture, he is developing a new 4X game in partnership with legendary Star Wars author Timothy Zahn.
by Abram Jablonski
I’ve always loved Master of Orion. Even before I started programming, I’ve wanted to do something similar. The original was great, and I’m one of the smaller percentage of people that think it was even better than the sequel (apparently, nobody really liked the third one). I’ve got the original on my laptop right now – a $6 copy I got from GOG.com and that I run on DOSBox – and I’ve still got a dog-eared copy of the instruction booklet from when I first bought the game, too.
Wanting to make that game has been something that I’ve carried with me for more than a decade and a half now. Jotting down notes, tables, sketches, diagrams and lists of things for the game, but for most of that time I didn’t have the right skills and tools to actually complete it. If that had been all I had focused on for a couple of years, I would have been able to do it, but I wouldn’t have actually been ready, because there are a lot of things that just take time to truly understand (as opposed to only learning them). I did write other stuff, though: from little utilities, to highly-dynamic data-handling architectures, to software that was run at different sites all over the world to field test a globe-spanning system. And it’s been fun, and challenging, and rewarding.
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