\C2\LN\LF\CT\F6\C3World of Commecial software\C2\LF\LN\LF\F7\FU\C1by Animal and Goofy of Digital Illusions\LF\LF \F8Now four months after the release of our first game, we are now sitting here in Seattle, USA working on the sequel. That first game took almost 3 years to finish, from the first ideas that came to us at a summer house in the deep south of Sweden on a summer day in 1989 until the release day of March 13, 1992.\C2 Was that three years of pain or total happines?\C1 When we look back we have to say both. There were times when we sat there with our calculators, eagerly trying to find out exactly how much money we would make in the end. But there were also moments of total despair,\C2 when nothing worked and it all seemed to be for nothing. \C1I have to say that in retrospect, it was for sure worth the effort we all put in, not because we got loads of money (even if that helped ease the pain) , but because we could \C2read the reviews in the mags, hear people talk about it and play it like mad at the copy parties\C1 in April, 1992. Being able to walk into a computer store half way around the world from where we live and see it on the shelf for sale \C2gives you a real kick.\C1 The game that I am talking about is of course the now well known\LF\LF \C2\CT\F5PINBALL DREAMS.\LF\FU\F8\LF \C1We felt that the experience we have gained from this product and the upcoming sequel \C2PINBALL FANTASIES\C1 (red: Just released) is something we could share with you and maybe get some more of you talented people out there on the Amiga scene, to use your talent on something that will pay back alot more than what you're doing right now: Trackmos, Music disks, slide shows etc..\C3 (I do not count the cracking as a part of the scene as the only thing it does for it is destruction. It might not be obvious for you now, but belive me it will in time.)\C1 First of all we would like to express a wish to the entire scene:\LF\LF \C2"If you play the game - Buy the Game!".\LF\LFThis is the ONLY way we can keep the Amiga alive! If the consoles take over belive me a lot of you out there will be sorry!\LF\LF \C1Ok, from moral to oral! (BAD ONE I KNOW!)\LF\LF As a start you have to have a game idea. It doesn't have to be \C2revolutionary,\C1 just look at Lemmings. Everybody is saying "Oh Lemmings it's such a\BF NEW idea!\NM" It is NOT, its a puzzle game with a very good and thought-through user interface for solving the puzzles. Of course it's great if you have a brand new idea, but you can get a long way with just doing something old in a new way. The main thing at this stage is that you sit down and brainstorm around the basic concept.\C2 Write any idea down on a paper\C1 (Do not think about limitations at this point). After this, go through it all and take out the things that are possible to do. Repeat this and once you feel you have enough of ideas for the game, it's over to the programmer...\LF\LF \C2Let's see things from the programmers view: \C1 (The only view that really changes a lot when making games as the graphics and musics are more or less the same as in good demos). I can tell you one thing:\C2 I would never be able to make a demo like "Guardian Dragon II"_/_Kefrens or "Hardwired"_/_Silents. They contain too much tricks, precalculations and fast routines. \C1 To code a game is something completely different.\LF\LF First of all, you have to program routines that interact with each other in a whole new way. From the frustrated users hammering on the keyboard you will have to sort out the relevant stuff without your code going nuts. You'll have to \C2make a user-friendly interface\C1 that doesn't fail because someone tried the wrong button. You'll have to make code that runs on any machine and configuration (within your memory limits that is). You'll reach a much wider range of users, which are critic in a way you've never experienced before. \C2 If a demo fails or buggs out, who cares?\C1 You and a couple of other guys, at the most. If you make a game that fails, you wont sell it. And selling the game is what you need to be able to continue. Not that you won't get enough money, but what you do is what you are. A bad product will give you a reputation as well as a good one.\C2 Just look at the scene.\C1 The groups that makes good things are known for it, and everyone gets eger to find out what their latest production is. I'm not telling you that if you fail with your first one you'll be gone, but every success will give you better deals, and a better reputation. The chance that your first game will be a german budget-release is quite big, but it's nothing bad with that. \C2 When you've finished your first game\C1 and you see it in the store, that's what really counts. You have then helped to proove the capabilites of the Amiga to its World, \C2not just its scene.\LF\CT\LF\C3\XX