Abuse

Miscellaneous Forums/General Discussion/Abuse

I have been re playng this game lately... good product! XP Pro seems to handle it well. Simple story. Lots of boom boom! As I am amde to understand it two of the original ID team were among the creaters/coders... This is the way to do a platform scroller. Does anyone know... is the code out there??? Possibly ideas could be adapted for BMax???

Yes, the code is out there.

Google it - I did a quick search, but depending on exactly what you're looking for, I couldn't choose a definitive site to link you to. Google will though. :o)

Abuse was made by Crack.Com which was formed by Dave Taylor of ID. I don't know if any other ID guy was involved. It was written in some weird language if I remember right. Also the company I think had six employees, but the game didn't sell very well, or didn't sell well enough to supprot six employees at least and they ended up closing up shop while in the middle of production of their second game, which was a 3D tank game called Golgotha. The Abuse engine I think they released the source to, but you weren't allowed to use it in commercial projects because of contractual obligations they had. I don't know if that has changed, but it would be silly to try to use a DOS based game engine these days, and the game's lighting system would be trivial to do with 3D acceleration nowadays.

Actually... abuse did very well.

I believe it was golgatha that finally killed that company.

As for the source, I think you can get the source on planet quake. (or at least I think you could at one time)

Rocket:
Actually, I chatted with Dave Taylor PERSONALLY and that's what he told me. :-)

That game was (and still is) amazing.

All I know about it was that it was released (at least on Mac) by Bungie (during their golden days of Marathon/Myth fame), but that it originally came from some other source (crack.com?) and that there were two totally different stories for it that I've seen but it doesn't really matter one way or the other...

In any event, a really cool platformer. I've never been much for platformers, but I did enjoy Abuse...

Abuse (computer game) wikipedia entry

I played it back in the day and may well play it again soon...

I stand corrected. I thought I read somewhere that Redhat published it (the Linux version), and pushed a lot of units that way.

Rocket:
Well a lot of units to you and I isn't a lot of units to a company run by a millionaire with six employees to feed. :-)

I mean, look at what you just said! "Pushed a lot of units" for LINUX!

There aren't enough Linux installations out there to push "a lot" of units. :-)

Maybe they sold 10,000 units. But that's only $200K, before taxes, before the publisher gets their share, etc.

That would be a ton of units if you were talking about one of my games, cause I'm one guy. But it's not a ton when you're talking about a company with six people. Even if they sold 50,000 units, they'd still have gone out of business. Golgotha was nowhere near completion, and they were in way over their heads trying to make a 3D game. I read a story that mentioned that their artist was making walls out of individual 3D bricks! And this was in the days of the 486. :-)

They were simply doomed to failure from the get go. No pun intended.

yeah, if my next game sells 10,000 I'll be a happy man, actually 5,000 would be pretty good :-) You just think, on a 1% conversion rate, to get 10,000 sales 1,000,000 people need to download the game :-O

A 1% conversion rate? My texture generator gets a 1.2% conversion rate. Last month I had over 3000 page views and sold 38 copies. (That was over 3x normal volume because of some guy's free texture website showing my google ads to people coming from cgtalk.com.)

I'd imagine you should be able to do better than that for a game.

sswift: you need to do more research. Many games never achieve 0.5% CR, a "normal" game may get 0.5%-1% and a really good game may get >1% maybe as high as 2%. The only games that ever get higher than this are specialist niche games or complete mega hits/flukes.

My game framework has a huge conversion rate as people can see the value in practical business software (in a niche), but that's different from games posted on the Internet (portals) with loads of competition.

@GA - you have a bit of a typo in your link !
A Game "Famework" - does sound very interesting however !

SMiff oops, thanks for that! Yeah well it should you famous in the end, but I can offer cast iron guarantees for that.

As Grey mentioned, 10000 units is a pretty good life for a dot com based application.

Though to your point, that doesn't feed the payroll of 6 employees.

That points to mismanagement more than not calling it a success.

Of course, this guy is from Id, and probably had similar expectations in popularity because he could name drop.


Good info though! Thanks.