| BabeAnoid - History | ||
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It all started the summer of '95. I was studying to be a Virtual Reality
technician, using a lot of Silicon GFX machines with expensive software.
We were developing a game for the Nintendo U64 (a converted SGI-Indy)...but despite these hi-tech flashy computers we didn't have
a decent paint-prog or raytracer...so i brought my A1200-Blizzard030
and won the day!
To help us with the devlopment of this game we had some consultants; a game-development team called Neurostoners (They did Nintendo games at the time but were old Amiga-coders). Naturally we spent a lot of time by my AMIGA, playing around, brainstorming about cool game ideas... As always i was testing diffrent routines and problem solving in AMOS (Forget all the crap you've seen made with AMOS...BA beats it all!) ...in this case i was looking at a ball-bounce routine and a zone-detection system...and what better way is there to truly test this but a simple BreakOut-game? Sitting around with a bunch of Hi-IQ-Over-Creative guys it didn't take long before the ideas started to rain...and suddenly i was on my way of writing BabeAnoid!... In just four days i wrote and designed what most people at first sight would belive to be most of the current game...trust me, it wasn't! Many, Many ideas and features have been added over the years, some have been removed or changed...all to utilize the classic-Amigas features and to assure a versitale and intriging gameplay, well beyond the simple, repeative nature of any other BreakOut/Arkanoid game. I can write a BreakOut-Clone in an afternoon...i've spent almost 8 YEARS on BabeAnoid...YOU do the math ;) |
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