Diary of a Game
Uridium 2
Andrew Braybrook has recently started work on his latest project - Uridium 2. The One exclusively begins serialising his no-holds-barred development diary.Andrew Braybrook, famed for such Amiga classics as Paradroid 90, Rainbow Islands and Fire & Ice, has recently started work on his latest project - Uridium 2. The One exclusively begins serialising his no-holds-barred development diary.
Having got his super-sexy, 32-colours, 50-frames-per-second scrolling routine up and running, Andrew continues his saga.Last month Andrew Braybrook described the laying of the first binary foundation stones to his latest opus - Uridium 2. Having got his super-sexy, 32-colours, 50-frames-per-second scrolling routine up and running, Andrew continues his saga.
The control mode is working, some of the aliens are in and bullets are flying everywhere...Three months into its creation, and Andrew Braybrook's Amiga sequel to his C64 classic has its control mode working, some of the aliens are in and bullets are flying everywhere - but there's still a long, long way to go...
At last the dreadnought designs are beginning to take shape, and they're a far cry from those seen in the old C64 classic.At last the dreadnought designs are beginning to take shape, and they're a far cry from those seen in the old C64 classic.
Andrew tests out a dual-playfield screenmode for Uridium 2, and cannot decide which version to keep working on.Andrew tests out a dual-playfield screenmode for Uridium 2, and cannot decide whether to stick with the 32-colour version or switch. It's month five of development, and there's personal drama to rival any soap opera.
Work continues on the dual-playfield version of Uridium 2 until Graeme from Renegade pipes up!Work continues on the dual-playfield version of Uridium 2 until Graeme from Renegade pipes up that he's not overly keen on the seven-colour graphics. It's back to the 32-colour version!
Andrew attempts 3 different methods for remembering damage to the map, and struggles with RGB to HSV colour conversion.Andrew attempts 3 different methods for remembering damage to the map, struggles with RGB to HSV colour conversion, and Graftgold step away from their computers to attend their Christmas lunch.
Andrew struggles with sound sample playback on Amiga 4000s, and is frustrated by Commodore Technical Support.Andrew struggles to get sound sample playback working correctly on Amiga 4000s with the data cache running, and is frustrated by the lack of staff at Commodore Technical Support.
The final instalment sees the creation of Victory Points and a struggle with the output from the mapper.The ninth and final instalment of Andrew Braybrook's diary sees work on the subgame, creation of a chaff system, Victory Points to enable landing, and a struggle with the output from the mapper.
Simon Byron talks to Andrew Braybrook six months after the final diary entry to find out what happened to Uridium 2.Simon Byron talks to Andrew Braybrook six months after the final diary entry to find out what happened to Uridium 2. After realising they were going to miss the May release date, Renegade decided to delay the game until September 1993.
Andrew Braybrook Amiga Softography
Graphics: John Cumming
Music: Jason Page
O.O.P.S Kernel.: Dominic Robinson
Graphics: Michael A. Field,
John Cumming,
John W. Lilley
Music: Jason Page
Steve Turner,
Andrew Braybrook,
Darran Eteo
Graphics: John Cumming
Music: Jason Page
Sound: Steve Turner
O.O.P.S. Kernel: Dominic Robinson
Graphics: John W. Lilley,
Phillip Williams
Music: Jason Page
Graphics: Colin Seaman,
Mark Bentley,
Simon Sheridan,
Stephen Rushbrook
Music: Jason Page
Steve Turner,
Andrew Braybrook
Graphics: Colin Seaman,
John Kershaw,
Steve Wilkins,
Terry Cattrell
Music and sound: Lee Banyard
Game design: Iain Wallington,
Colin Seaman,
John Kershaw,
Steve Turner