CELLivilization: Civilization implemented in Microsoft Excel

Most game development environments have a lot of non-syntax issues. Huge sprawling libraries with hidden limits and bugs. Lots of things that need to be done in just the right one of 11 callbacks. A whole lot of effort spent on “fast fast fast” when doing an implementation of a turn based game really doesn’t need it (smooth animation is nice there though).

A non-3D non-realtime game is almost definitely not served well by unreal or unity…but people still get steered to them.

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