★ wanayoo — archive 1999 http://www.deimosrising.com/Nouvelle recherche | Portail wanayoo

News   Features   Media   About
1999.12.13

 

NEW: some teaser images have been made available on the Media page! They are very small, but if you squint you can just make out the game's menu screen, a shot of the game in action and the game's internal editor.

 

Deimos Rising is about to enter alpha testing. This first stage will be concerned with compatability testing on a wide range of machines -- to see what works and what breaks on a range of hardware and MacOS combinations. Once the application is stable on all machines, we'll enter beta testing and the gameplay will be put under the microscope.

The focus of development now is about to shift from mechanics and engine creation to content creation. Though Sheryn has been working on the backgrounds for approximately four billion years, we haven't completed any of the game levels yet because it would have been a waste of time without the game engine being finalised. It would have meant that much design effort and time would have been wasted and duplicated with previous work being ditched as new art, file formats and game engine features became available. Though this has freed us up to work on the game in an orderly fashion it has also meant that up until this point there has been no "game" as such to view -- just an engine. Great for streamlining work, very poor for inspiration! So it's good to be starting on the more creative side of the project.

Ben 'Ferazels' Spees is creating the music for the game, and we're very pleased with the direction he is taking. Samples of his works will made available on the Media page shortly, in MP3 format.

John Sledd of Sledd Studios did much of the sprite artwork in Mars Rising and is once again working with us in Deimos! Samples, including QuickTime movies, will be made available on the Media page soon.

1999.08.18

 

Thanks to Liam 'Supercobra' Doughty for the page update! I think it looks a lot better, so now I will have to retract all those unkind words about Tasmanians.

Work progresses well. Now that the file system has been rewritten and extensive error handling implemented, development is coming along in leaps and bounds. The editor is pretty much completed and is very easy to use. It's uncertain whether the editor will be made public at some stage (that's a complex issue) but unlike Mars Rising's editor, this one has been designed for ease-of-use and isn't completely sucky to use.

Last time, I talked about game expandability and modularity (which are very much related). Since then, Deimos has come a fair way with respect to expandability. The Tag/Pak implementation has been streamlined and error handling of user modifications has been improved in a big way. Not only is this good for future add-ons, but it's very handy for current development as well. It means we can just drop new resources in to the game at any time and the game will recognise and load those resources, overriding existing resources. Turnaround times for new resource testing is therefore markedly reduced.

Keep an eye out for some screenshots and a movie or two very soon.

Deimos Rising: Copyright 1999 Darwinian Studios & Ambrosia Software, Inc
Site design by Liam Doughty

brought to you by...

http://www.AmbrosiaSW.com/