I don’t know exactly how much code reuse Sawyer had going back then, but if you’ve ever played Transport Tycoon (or more likely the open source version around today, OpenTTD) then you know that the interface and graphics are extremely similar. So it’s not like he started from scratch each game with nothing but a hot spinning disc and a magnetized needle.
But yeah, the main reason to put up with all the modern framework bloat is the ever-ephemeral promise of being able to write your thing once and have it ported to run anywhere with minimal to no further effort.
I wanna see someone make a GPU accelerated game in assembly.
Just throw the Vulkan and DX12 C APIs in the garbage and do it all yourself lol.
I’ve already got a park map.
I’ve written several games in assembly and I’ve never regretted any of them.
Inspector Gadget for GBC: https://youtu.be/GSPCBtg0cJ4?si=GHfE4gIJpJA8ITC8
Toonsylvania for GBC: https://youtu.be/IHOwUWpXi2Y?si=GNrc6S08sy3CQMmG
My older games didn’t get published, but I had another platformer for Amstrad CPC, as well as several adventure games with syntax analyzers.
If you’ve written 500k lines of code you were surely pretty confident about your decision.
I’m a developer, I don’t just continue doing things for years if it doesn’t make sense.
(If I’m the one making the decisions)
Like the classic, inherit a broken code base, and not being allowed by the owner to rewrite it from scratch. So you have to spend more time making each part work without the others working. Also before you are finished the customer says they have something else for you to do