|
Walker
|
This version of walker was eventually ditched, but it did become the basis of
the new, and final version.
|
Mike's Editor Disk
|
Each person in the team was issued their own disk to work with. Mikes was issued
on the 12/10/1990.
|
The Complete History of
DMA Design
By
Mike Dailly
Chapter 3
Part 6
|
The DMA Logo used in Lemmings
|
Come September, Dave and Pam finally got hitched. So on Friday the 7th, everyone
appeared at St Paul's Cathedral in Dundee to watch Dave and Pam tie the knot.
Wayne came up to watch as well, and after the ceremony they all went to the
hotel for the usual party to watch the family embarrass themselves on the dance
floor.
Another game, another logo. This time, Dave used a school friend of Mikes, Geoff
Gunning. Geoff had just finished Art College, and would draw the strangest of
all DMA's logos, the two heads. Dave had come up with the idea of later
animating two warriors fighting and turning in to stare at each other, but this
proved too ambitious.
Dave had also found another team to carry on Walker, Ian Dunlop and Niall
Glancey. This involved a redesign, but Niall was a budding designer, and set
about doing just that.
There were now 2 sections to the game, the actual level, and a perspective road
between levels. This would consume quite a bit of Ian's time to pull off, but
he started it anyway.
At the end of September, they all headed back down to London for the PCW show.
Brian came this time, and finally they met Tony. Psygnosis by this time were
getting excited about Lemmings, and Dave had finished all the "basics" that
would be needed.
|
Shadow Of The Best - C64
|
He had also finished the editor. It was heavily based on DPaint so was
extreamly simple to use, and since it was built right into the game,
allowed rapid turn around on levels and testing.
The race was now on to finish the levels required, this task fell on Mike,
Steve, Gary and Scott, with Dave trying one every now and then.
Dave by this time had gotten fed up with Cutiepoo, it just wasn't going
anywhere, and Tony wasn't putting in the effort Dave expected. So Dave again
"shelved" another game, and Tony was shown the door.
Richard was now finishing up on Beast on the C64, and was finally able to get
his life back together. He never worked Dave again however, since his thought
that Dave recieving any of the money from Beast as unfair.
Dave of course viewed it differently; he subcontracted out to Richard, and took
a risk on an unknown programmer, and as such, was still responsible if Richard
never finished it. Richard went on to work with Russell in later years at
Visual Scinces, before moving out of the game industry all together.
Lemmings was alomost done, so everyone was offered £10 a level for any that
made it in, this helped encourage everyone to spend time at night trying to
make great levels. Gary, Scott and Mike ended up trying to beat each other, by
making what seemed like impossible levels, but it never worked. By this time,
they were all so good at Lemmings, they could spot the solution in seconds.
|
Lemmings Concept Drawings
|
Steve was having a harder time, every level he did ended up being too simple,
or simply not working out at all. Dave also found it hard going, every now and
then, he would demand they all go through and try THIS level. So, everyone
would trudge through, take one look and point out another obvious flaw.
Dave would then mutter, and tell them all to go away, only to shout half an hour
later when he was sure he had fixed it this time.
Back in the real world, Gary was asked to draw a Lemming to give the Psygnosis
P.R. staff an idea of what they were dealing with, since the little clump of
pixels was all they had to go on.
The levels were now progressing well, and there were a sizeable number available
to test and improve upon.
Psygnosis would also test the latest batch of levels, offering criticism and
advice. They too were becoming expert in playing these levels, with the
producer John Whyte being the lead tester, so keen were they.
The guys at DMA could always tell when they had done well, since John would list
the time taken to solve the level. This was usually three or four minutes, but
every now and then an hour or so would pop up with some thick black scribbles
around it.
Gary and Dave now set about doing an intro and end sequence. They did the intro
easily enough, with Gary actually doing the tune for it as well.
|
Lemmings - End of game screen!
|
But the end sequence was to be something different. Mike had taken to drawing
some of the shop items they had been receiving for the game, and around this,
Dave decided to digitise the team. He then put up some well done text, and got
the team to clap and cheer, all in all, very different. The text at the
end of the game read:
Congratulations! Everybody here at DMA Design salutes
you as a MASTER Lemmings player. Not many people will complete the
Mayhem levels, you are definitely one of the elite
Now prepare to receive
rapturous applause from all here.
By Christmas the Amiga version of the game was finally finished, and was sent of
to be mastered and for promotional material to be distributed. Meanwhile, Mike
carried on with Shadow of the Beast...
|
|
Lemmings Editor
|
The editor was so simple to use, that the team rapidly throw levels together.
The ultimate goal was to create a level that beat the rest of the team; it
never happened.
|
End screen close-up
|
Careful examination of the image will show Mikes initialed his lemming, just in
between the feet (MD).
|