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Titre(Anglais) O2
Type(Anglais) Prototype de jeu
Tâches(Anglais) Scénarisation, Programmeur, Designer de jeu
Année(Anglais) 1995
Description(Anglais) This game certainly had the most potential of all OSP titles. It was designed around a 3D, sprite-based (Wing Commander 1/2 style) engine. It had great action, excellent graphics for the time and an awesome soundtrack. I was co-designer on this one. Responsible for the menus, the interface and 2D graphics design. I also did a little bit of 3D work. It is then that I discovered the fun of 3D graphic design, and got hooked on it.

The game was simple, it was a 3D spaceship shoot-em up. A cross between Game Arts' Silpheed and Origin's Wing Commander 1 and 2. But it's awesome graphics and soundtrack made it stand out. Unfortunately it pretty soon got too big for the real-mode Microsoft Quick C to handle. Eventually bugs began to pile up, and the main programmer gave up.

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(Anglais) Your mothership.

(Anglais) In the briefing room, your CO would give you instructions on your next mission.

(Anglais) Inside the mothership, this screen was an interactive menu. Clicking on the door, console or corridor would lead you to different options.

(Anglais) You could take the role of one of 3 different personas (the 4th was an enemy).

(Anglais) A still shot of your fighter craft, along with your home planet.

(Anglais) Another still shot from the game.

(Anglais) The factory, where your enemy captures the oxygen generator.

Links
(Anglais) Wing Commander
(Anglais) Silpheed