2021

Tue 5th October 2021
Now that I've given some information about how the way levels were designed and scripted, time to talk about the Xtra 3D Motion!

Thu 30th September 2021
This text was originally published on my Facebook page, but apparently it resonated well with some of the readers, so I decided to share it on the blog as well.

Sun 8th August 2021
Time to get our sleeves up and dig into the nitty gritty dirty details about how all that worked together.

Tue 3rd August 2021
Modern games tend to follow a rigorous top-down design approach, where a lead designer comes up with the core elements of the game, and is in charge of validating how these are actually implemented.
At Adeline, the process was a lot more organic, and a lot of things happened just because somebody thought about it, which resulted in games having many easter eggs, weird references, insider jokes, etc...

Thu 29th July 2021
When the work started on Time Commando, the most common type of CD-ROM drives were 2x models, barely able to load 300 Kilobytes of data per second.
What that mean is that we better had to be smart if we really wanted to use full motion video!

Fri 21st May 2021
At Adeline Software it was easy to jump from one project to another, start helping, or even take over a tool because things were standardized.

Fri 14th May 2021
Adeline Software was my first video game employer: I guess I could have started in a much worse place!

Tue 11th May 2021
After years of working on racing games, some people at Eden Studios wanted to do something "more creative", so some designers and artists worked on some pitchs for new games.

Sat 1st May 2021
Time Commando was released in July 1996, and since my old Time Commando web page only had small resolution pictures, I decided to make some new scans on fan's requests on my Youtube channel, a bit in advanced for the 25 years anniversary of the game release.

Sat 2nd January 2021
Many of the 80ies micro computers had dedicated connectors for joystick controllers, but unfortunately the Oric were not one of these.
As a result, joystick interfaces appeared on the market as accessories you could buy, but unfortunately they had all to be programmed differently, and as a result most games don't support any joystick interface, or only some very specific models.
As a result, joystick interfaces appeared on the market as accessories you could buy, but unfortunately they had all to be programmed differently, and as a result most games don't support any joystick interface, or only some very specific models.