OMIKRON

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Week 12

Well, Christmas is here! Santa Claus brought us two nice presents in his sleigh: a nice and friendly two-page article in the January issue of Joystick (video game magazine N░1 in France), and more importantly, our very first playable version of Omikron. It's still pretty basic, but now it is possible to move a character (Uzal) in a small setting of the city, in real time. We had some pretty big surprises: first one, the frame rate. The engine in Windows 95 runs a scene and mapped characters at 20 to 25 frames a second. It's encouraging, even though the routines have not yet been finalized. The other nice surprise is that after three months of hard labor we are finally beginning to see the results of our work, and it all is looking pretty promising. Maybe we are being a little prejudiced, but I swear I can't recall having seen a city developed entirely in 3D of this quality in any other game. What's more, we haven't even started to include the Gouraud lighting on the scenery, or the shadows, and still it's looking very nice.
After this little pat on our own back (give us some credit), I was honestly impressed to see that there was already a feeling for the game, and that a player would want to go around exploring the city, go into the buildings, use the vehicles (which should be ready by next week, too).

Now back to more practical matters: Fabien has been spending a lot of time with Philippe the last two weeks fine tuning the transitions between animation sequences. Antoine has set up the multi-light (done: now three spot lights can be moved) and has begun finalizing the routines and their translation into Assembler.

Thank you to all those who have written us in the last two weeks to encourage us and to express interest in Omikron. Keep writing and let us know what you think of our site, or our game. The best way to do so is to leave a message in the GUEST BOOK.

We have decided to begin official contacts with publishers in January. The Game Design is just about finished (a hefty 250 page volume) and an initial version of our 3D engine is up and running. I will keep all of you informed of the contacts we've made and the outcome of the meetings.

I haven't had time to upload any new pictures this week. I will do so next week - I promise.

Autor: David Cage
Source: Quantic Dream

04/10/1997 Week 26
02/24/1997 Week 21
02/17/1997 Week 20
02/10/1997 Week 19
02/03/1997 Week 18
01/27/1997 Week 17
01/20/1997 Week 16
01/13/1997 Week 15
01/06/1997 Week 14
12/30/1996 Week 13
12/25/1996 Week 12
12/16/1996 Week 11
12/09/1996 Week 10
12/02/1996 Week 9
11/25/1996 Week 8
11/18/1996 Week 7
11/11/1996 Week 6
11/04/1996 Week 5
10/28/1996 Week 4
10/21/1996 Week 3
10/14/1996 Week 2
10/07/1996 Week 1

Week 12 Wednesday, December 25, 1996
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