Article View: comp.sys.ibm.pc.games.strategic
Article #91995Re: Anyone remember Omnitrend's Universe
From: Brian Johnson
Date: Tue, 22 Oct 1996 00:00
Date: Tue, 22 Oct 1996 00:00
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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: Brian Johnson <b...@wolfenet.com> Subject: Re: Anyone remember Omnitrend's Universe Date: 1996/10/22 Message-ID: <326D7828.5C91@wolfenet.com> X-Deja-AN: 191370103 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> organization: Wolfe Internet Access, L.L.C. mime-version: 1.0 newsgroups: comp.sys.ibm.pc.games.strategic x-mailer: Mozilla 2.02Gold (Win95; I) Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit