<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Game Development on Programming Brain</title><link>https://programmingbrain.com/tags/game-development/</link><description>Recent content in Game Development on Programming Brain</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>© &lt;script&gt;document.write(new Date().getFullYear());&lt;/script&gt;&amp;nbsp;Programming Brain. All rights reserved.</copyright><lastBuildDate>Fri, 06 Nov 2026 17:33:00 +0400</lastBuildDate><atom:link href="https://programmingbrain.com/tags/game-development/index.xml" rel="self" type="application/rss+xml"/><item><title>Apocalipsis: A Video Game We Tried to Build in the 1990s</title><link>https://programmingbrain.com/2026/11/apocalipsis-a-video-game-we-tried-to-build-in-the-1990s.html</link><pubDate>Fri, 06 Nov 2026 17:33:00 +0400</pubDate><guid>https://programmingbrain.com/2026/11/apocalipsis-a-video-game-we-tried-to-build-in-the-1990s.html</guid><description>A look back at a video game project my siblings, cousins, and I worked on as teenagers in the 1990s. We dreamed, brainstormed, planned, documented, and coded Apocalipsis in C for DOS. Decades later, rediscovering the project on GitHub and getting its prototype running again brings back great memories.</description><media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://programmingbrain.com/2026/11/apocalipsis-a-video-game-we-tried-to-build-in-the-1990s/featured.png"/></item></channel></rss>