Since 1st July 1999






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Extracts from our development diary: 1998 - 2000

1998 Diary

First Quarter 1998
Doom and gloom from Amiga. No one much excited about developing for the Amiga any more. Hard to hire people. Group now consists of myself, Liz, Rick, Ben and Ruben. Ruben is our musician and is working on the CD music.

Had idea for some sort of surround sound type audio engine using the 4 channels of Paula. Spent 2 weeks testing the idea and asking friends about coding practices for trig to calculate the position of the sounds on the map.

Found major bug in engine. REWRITE NEEDED! This is bad and will take 1-2 months. Falling behind deadline for Sadeness but nothing can be done.

Hired new graphics people, 2 map and 2 3D modellers. Work resumes on Dafel. There are now 9 of us working flat out of Bloodline.

Third Quarter 1998
Converted core engine to C++ in a few weeks. Liz has spent ages doing this and was disapointed to see that speed was even slower in AGA! We are all feeling a bit depressed and no one really has hope for Amiga after all the troubles. Hard to motivate myself and others at the moment. Deadline's come and gone, new deadlines set.

Hired new Blitz coder! Paul West has offered to write for us a c2p library. In 2 weeks we had a working core engine using his specially made Blitz library Mildred.

3 weeks later and engine now fully working in c2p mode! We're getting 27fps on 030/50 AGA in 256 colours! We've had to slow the engine down to get a realistic speed for Dafel to walk in!

New bandwidth in speed has opened up a whole new array of visual ideas. We've added real-time snow flakes to the snow level. It looks really impressive. Over cool effects we have added are real-time shadows cast by characters. Actual shadows are cast over map graphics and blend to a dark or light shade of grey. We're adding rain to the Swamp level, a variation on the snow. Snow can also fall in different ways and can change at any time to suddenly swirl one way or another. It looks really realistic and with the added sound effects really adds atmosphere.

Recoded AI engine. Now faster and more intelligent. Added super and sub class AI for characters. Some good attributes like sight, sound, smell and intelligence added. Also created 3 super classes of rogues; very fight alone, clans; they fight as groups or against other groups, and, ambush's; very lay in wait and attack when you get too close.

Music from Ruben is really good! Will add lots of atmosphere to some levels! Thinking about using spooled CD sound effects as well as the FSG sound effects.

Forth Quarter 1998
Bad news. Lots of developers and publishers leaving Amiga market and just giving up, Sadeness amongst them. We no longer have a publisher and everyone is feeling low.

3D modeller has left the group, will need to find another soon if possible. Only the hard core developers are left now in the Amiga arena and they are hard to convince to work on a commercial project.

Moral very low, work slow coming in. Decided to cut down design to help increase development speed. Bloodline is a huge game its unrealistic to get it completed with all the ideas I want so back to the shareware idea we originally had.

1999 Diary

Third Quarter 1999
WoA99. Contacted Andrew Korn, got ourselves a stand in the "basement" :) Last change to sell Bloodline and our other projects (MagicK and Scavengers). Created a press pack to hand out to publishers.

WoA went well. Epic to the rescue! We were quite pessimistic about being at WoA, not sure what would happen but Epic has given us our confidence back and we signed a 3 year deal with them to publish everything we make or convert. At least there is some commercial life left.

Deadline is tight for Bloodline completion and will need to hire more graphical people.

Fourth Quarter 1999
Trying to find graphical people who best match the style of our main map designer. It's a hard process and find people is hard these days in the dwindling Amiga development scene. Quality is varied, but there are still enthusiastic people out here like us which is great to see!

Amiga future looks bright again under Gateway. This QNX row is a pain, talked to their coders at WoA who seemed interested in our views.

It's hard to develop for a phantom machine so how can we support future Amiga's and their markets? Epic have some great ideas and we are more then happy to follow them. Gateway seem vague and after recent events we're not saying anything for sure until we see *something*. All bark not bite from Gateway at the moment.

Found new map graphics guy. Working with current map designer, new levels started finally! A lot of things have fallen into place at the same time that has picked up development for the graphics team!

Gateway failing to convince anyone. Everyone unhappy. Liz has decided enough is enough and we've lost our main coder. Future for Bloodline looks bleak until new coder is found. Good point is that code is 70% complete so a conversion should be easy enough.

2000 Diary

First Quarter 2000
Hired C++ coder! Liz in contact with new coder in conversion process. Liz is sad that she is leaving the Amiga market but most now concentrate on her full time job that actually earns her money! It's easy to forget for a development group like our own, development becomes harder when you have other commitments. Most of the reasons why people leave groups like our own is because we are only a part-time job in a way. There is no money in the Amiga to hire an office and people to work in it. Its hard, and its depressing at times, but why do we carry on? Probably because it's a challenge and that's what we all like!

Second Quarter 2000
Epic deadline hard to meet with new coder and C++ engine. Reason for switching from Blitz to C was because we could not find any good Blitz coders.

C++ coder has left. Too much work for little time remaining, now left with 30% complete C engine and 70% complete Blitz engine. Stuck for what to do next!

By luck, received an e-mail from Blitz coder asking if he could do some work. To his probably surprise I offered him to complete the work on Blitz engine. I know of the coder and have seen some of his work previously so I know he is capable of doing it.

New Blitz coder (Peter Thor), has rebuilt the engine in a matter of weeks and recoded some of the graphical routines. We're now getting 60fps on RTG/AGA. Original RTG code is broken. New one in development.

Huge increase in map development! Our main map designer was looking for a workplacement in the UK. I managed to secure him a place where I work. Every evening and weekend for the next 5 weeks, he was chained to my desk doing map graphics. All 5 levels now complete graphics wise. Some little bits need adding and finishing but those tasks are small.

Using the 3D modellers from MagicK and Scavengers to work on Bloodline :)

Hired a new 3D modeller!

Third Quarter 2000
Finally 3D models are coming in! 50% of models rendered for complete game in about 60 days. Another 60 or more days needed at most to complete the rest of them. There are 5 people working in 3D modelling and rendering! Production is excellent and along with the map graphics, a release date is looking realistic again! In the last 3 months we've done more work on gfx than in the last 2 years! The right people are working on the project now and everyone has gelled together all with the same purpose of completing the game. 12 people are now actively working on Bloodline. Each day brings us closer to a release date.

RTG code working again! Soon I will be able to scrap my TV output and return to my BVision output!

Working on data structures for game which drives the various engine modules such as AI, level loading, player attributes, level enemy attributes and puzzles. Bloodline is a non-linear game so the data structures need to be strict and yet generic to work for all levels. Its hard to do but is liberating as its finalising the 5th rewrite of the design!

A lot has been cut out of the design but it has made the game much leaner and compact than before. Release is more realistic with minimal amount of quality removed. There is a method in the group now that can adapt straight away to the need of the every changing design process to match deadlines.

Release estimated sometime in the fourth quarter 2000.

- Jace Hayman 24th July 2000.

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