Article View: comp.sys.ibm.pc.games.strategic
Article #91996Re: Anyone remember Omnitrend's Universe
From: Dale Hight
Date: Wed, 23 Oct 1996 00:00
Date: Wed, 23 Oct 1996 00:00
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Interesting this turned into a Sundog dialog. (which was also a good game in it's day) But, I think I remember Omnitrend's Universe and it was a different game alltogether. Came with a 3 ring binder and about 4 disks Ran on the Apple II +. It was pretty cool as I remember. Amazing documentation. Dale Brian Johnson <b...@wolfenet.com> wrote in article <326D78...@wolfenet.com>... > Bruce F. Webster wrote: > > > > Tom Harrigan wrote: > > > > > > It's amazing how great that game was compared to the flashy junk that's > > > been coming out lately. > > > > > > [Snipped] > > > > > > > : Actually, I think the game was called SunDog, which ran on the Apple II, > > > > : and was truly awesome for its time. Written by a guy named Bruce Webster, > > > > > > > > The game was written by FTL Software, and I believe it debuted on the > > > > Atari ST. It was one of the first games I bought fot it - it was truly > > > > awesome for the time. Very much like Privateer - you traded, explored > > > > planets, got robbed ont he street, used teleporters, went to the bank, > > > > flew in space, hyperjumped, and had dogfights. VERY cool. > > > > Thanks for the kind words, one and all. After some 22 years of > > software engineering and other activities, I still remain proudest of > > SunDog: Frozen Legacy, and it means a lot that others still think fondly > > of it. :-) > > > > A few additions, corrections, and trivia: > > > > -- Wayne Holder was co-designer of the game and still (to my knowledge) > > runs FTL Games in San Diego. > > > > -- SunDog first came out on the Apple II and was released at the West > > Coast Computer Faire in March, 1984. It was written in Apple Pascal > > (roughly 15,000 lines) and 6502 assembly (roughly 5000 lines). I > > did about 95% of the coding for version 1.0 and 90% for version > > 2.0 (shipped October 1984). It came on a double-sided floppy (280KB > > storage) that you had to manually remove and flip over, and ran in > > 64KB of RAM. > > > > -- I wrote the graphics library from scratch; it supported multiple > > overlapping windows, drag-and-drop icons, and joystick control > > (we were heavily influenced by Apple's Lisa computer, the precursor > > to the Macintosh). I also developed tools for editing icons, fonts, > > and maps. I even wrote a p-code/6502 disassembler so that > > we could hack the p-code interpreter. > > > > -- The Atari ST version--which had graphics and animation I could only > > dream about--was done by Doug Bell, Mike Newton, and Andy Jaros, > > again > > with contributions from Wayne. It came out (I believe) in late 1985 > > or > > early 1986. FTL's big success, though, was DungeonMaster. > > > > -- The subtitle (Frozen Legacy) was a play on words, referring both to > > the fact that you couldn't get clear title to your inherited starship > > until you fulfilled your late uncle's contract and to the fact that > > fulfilling that contract involved finding and transporting > > cryogenically > > stored colonists. > > > > -- SunDog was to be a trilogy. The second game (SunDog: Old Scores to > > Settle) > > was to deal with finding out why your uncle died and was advertised > > in the > > game credits. The third game would deal with the political > > ramifications of > > what you discovered. > > > > -- SunDog wasn't the game we originally set out to develop. We started > > out doing the computer version of a solitare SF RPG called Star > > Smuggler > > from DwarfStar Games (a division of Heritage USA). Two months into > > the > > project, Heritage went into bankruptcy--before we had finalized the > > rights. So we had to throw out all that work and start from scratch > > with a brand new game design that wouldn't infringe on Star Smuggler. > > > > -- SunDog was actually set in the game universe of an SF RPG that I was > > developing before I started work at FTL Games and continued work on > > while at FTL. I had generated four sectors of systems, with names for > > each system and tech levels, law levels, wealth levels, and names for > > each planet. We used one of those sectors for SunDog and would have > > expanded to the others for the sequels. A few of the planet/system > > names were anagrams of company and personal names. > > > > -- I left FTL Games in October of 1984, a week after SunDog 2.0 was > > released. > > I was so burned out that I did not do professional software > > development again > > until four years later, when I took a contract position at Apple > > Computer. > > I was fortunate to be able to support myself with writing and > > teaching in > > the meantime. > > > > Probably more than y'all wanted to know, but there it is. I keep > > swearing that > > I'm going to do a modern version of SunDog someday, but I'm not sure if > > that'll > > happen. Ah, well...thanks again for the kind words. ..bruce.. > > > > -------------------------------------- > > bruce f. webster | bweb...@bfwa.com | > > Bruce F. Webster and Associates, Inc.| > > http://www.bfwa.com/~bwebster | > > -------------------------------------- > > Bruce, > > Wow thanks for the flash back..... I can honestly say that I have always felt that > sundog was/is one of the best games I ever played. Too bad a sequal was never made, I > spent many a late night on that game. I've been thinking that maybe its because I am > getting older now but I rarely if ever stay up late playing games anymore. Seems that > the flashier a game gets the less I play. Maybe someday you can put out sundog 2 for the > Ibm... I would buy it. You could even update a few things on the first sundog and > re-release it... I would still buy it. Battlecruiser 3000 is a game I was hoping would > rekindle the ol' space fire like Sundog and the first wing-commander game > did (wing-commander is another game that really hasnt got any better due to added > graphics.) If you ever need any help and you decide to look into Sundog 2.... write me. > I am sure there are plenty of us semi-old timers in gaming that would love to help out. > > -Brian >
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From: "Dale Hight" <dale...@aol.com> Subject: Re: Anyone remember Omnitrend's Universe Date: 1996/10/23 Message-ID: <01bbc090$1b306280$1224eea5@world> X-Deja-AN: 191426727 references: <5393dr$61f@crcnis3.unl.edu> <01bbb42e$284ab2e0$45c809c0@titania.lightwork.com> <Pine.SOL.3.91.961011131106.15232B-100000@hgc.edu> <54107k$1v8@mochi.lava.net> <326A3779.2F74@ix.netcom.com> <326D70B6.16B9@bfwa.com> <326D7828.5C91@wolfenet.com> organization: Home mime-version: 1.0 newsgroups: comp.sys.ibm.pc.games.strategic Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit