|
Dave Developing
Blood Money
|
Dave again wrote Blood Money at home in his bedroom. Although this would be the
last time the he would develop games in his spare time.
Dave's idea of picking up coins for each alien killed, made for fierce battles
in two player mode.
|
Menace PC Ship
|
This was the PC version of the Menace ship, although it would
eventually be turned blue to add a bit more colour!
|
|
Baddie Script
|
Baddies are controlled by mini languages that are
custom writen for each game. These langauges, are far simpler than C or
Assembler, and the simpler the language, the more you usually have to type.
Blood money introduced several new commands, one of which was Mikes CIRCLE
system.
|
|
The Complete History of
DMA Design
By
Mike Dailly
Chapter 2
1989
(The grand opening)
Part 1
|
Mr. Heli (c) Irem
|
After Menace, Dave started thinking about his next game. Steve, Dave and Mike
were all avid arcade players, and the current games of choice in our local
arcade were Alien Syndrome, Quartet, and Mr. Heli.
Dave loved the cuteness of Mr. Heli, and the scrolling system it used, and so
this became the inspiration of Blood Money. While the game itself is nothing
like Mr. Heli, the inspiration is clear to see.
Dave Started Blood Money on the 4th of January with his shiny new 25 MHz 386-DX
PC,
complete with a PDS (Personal Development System) that let him sqirt the compiled
code over to the Amiga in an instant!
Psygnosis, happy with Menace, had sent Dave a new toy, and he was keen to show
it off. Compared to his A1000, this system was fast...very fast. The entire
code would compile almost before your finger left the keyboard.
|
Blood Money Tileset
|
Mike had just been "asked" to leave college for...well....not attending
basically. The old computer courses weren't very good, and not tuned to the
modern world of computing, this bored Mike silly, and he lost interest.
Tony started doing new graphics, and these were up to his usual very high
standard, while Dave started on a new scrolling system. In his the last game,
Dave used the "dual playfields" mode of the Amiga, but he disliked the
lack of colour.
In his new game he was determined to use the full colour range of the Amiga, so
he decided to ditch the hardware scrolling, and use the blitter. The blitter
was a piece of the Amiga that allowed graphics to be drawn very quickly.
This had a few unexpected advantages, the best of which meant that sprites could
be drawn much quicker. This was a huge step, since he could now cover the
screen in moving objects, not just four or five.
|
Blood Money Sprites
|
Now that Moonshadow was finished, Russell managed to get a conversion of Menace
for the PC from Psygnosis which he was doing at home in his spare time. This
was Russell's first PC game, but it certainly wouldn't be his last.
Around February, when Dave discovered Mike had been booted from college (and once
Mike had recovered from the beating his mother gave him), he
asked Mike to come and visit down at his house during the day to keep him
company. While Mike wasn't there, he was working on his own game; "The Game with
no name 7". This would eventually be renamed to "Talisman"
The big problem for Mike was that he had no artists to draw his graphics. So,
while me managed to draw his own basic background's, he ended up using sprites
from Thalamus's game "Armalyte". This allowed him to code the game, and get
graphics later, if he actually got that far.
It was coming on quite nicely too, and looked like it may actually get finished.
It was a shoot-em-up for the C64, and had a couple of new features in it, the
first of which was a new way of moving the aliens around. In Menace, Dave had
to enter lots of numbers to control the aliens; Mike's method was far more
compact.
|
Talisman in action
|
Dave also quite liked it, so one of the times Mike was down visiting, he took a
printout down with him and read it out while Dave typed it in. Blood Money is
full of complex paths, due almost entirely to Mike's new system.
When Dave did a short interview which was published at the back of the manual,
he mentions the new system. And although Mike moaned about the fact that Dave
took credit for it, the 2 way flow of ideas over the years have more or less
evened it out by now.
|
|
Player Helicopter
|
Blood Money sported a fun simultaneous two player mode, which
allowed you and a friend to compete for that "Blood Money"
|
|
Level1 Tiles
|
Tony had to split up the graphics into 16x16 pixels for Dave to
be able to draw.
|
|
Dual Playfields
|
Dual play fields allowed the foreground to move quicker than the
background giving the illusion of distance and depth. However, it halves the
number of colours available.
|
|
Armalyte
|
Armalyte was a shoot-em-up on the C64, and was graphically, and technically a
very impressive game. It was also a huge success for the publishers, Thalamus.
|