Amiga Flame - News - Pagan Games and Epic Marketing Announce a Long Term Cooperation

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Pagan Games and Epic Marketing Announce a Long Term Cooperation
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Pagan Games and Epic Marketing has announced a long-term cooperation, which will see Pagan Games concentrating on developing games and Epic Marketing dealing with their distribution. This deal is the second in recent days agreed by Epic Marketing and according to sources, more deals are forthcoming.

To find out more about this new long term cooperation and more about Pagan Games most worked at title, Dafel: Bloodline read the Press Release below:

Pagan Games and Epic Marketing announce a Long Term Cooperation

Pagan Games and Epic Marketing are happy to announce a long term co-operation.This co-operation means that Epic Marketing will publish all Pagan Games developed in the next couple of years.

Says Vince Pike of Epic: "This will be a strong co-operation where both partners can concentrate on what they are doing best: Pagan Games can concentrate on delivering top quality games and Epic on the Marketing aspect. We look at this as a very strong partnership which will deliver high quality products to the Amiga community."

Jason Hayman of Pagan Games, one of the co-founders of the Pagan Group adds. "Our partnership with Epic allows us a stable and supported base for future development of all Pagan Games in the next 3 years. We see this as a long term deal with Epic with a very promising future for us both. We are the largest development group on the Amiga with over 20 members working on 3 projects - and we are still hiring more!"

The first product to be released will be the Amiga title "Dafel:Bloodline", an action based RPG game. "Dafel:Bloodline" has an isometric 3D POV, similar to the "Chaos Engine" series and comes with a sound system called Full Sensual Gaming (FSG) which will be responsible for the best possible atmosphere ever in a computer RPG game. The features of "Dafel:Bloodline" are:

* Extremely fast chunky to player (c2p) graphics engine. RTG compatible. The game offers two resolutions to play in, 320x240 and 640x480. Both sizes offer 256 colours on screen with the 640x480 version requiring a graphics card and fast processor to run. The AGA version runs at 25fps. Both screen resolutions are RTG compatible working on CyberGFX and Picaso96 systems.

* FSG Audio System (Full Sensual Gaming) & CD Music/Effects. We use our own stereo sound handling system in the game. Using either Paula (or possibly AHI) we split the available channels in half assigning 1 pair to what we call Sound Objects (SO) and the other pair to Environment Sound Objects (ESO). SO's are used to create objects that can be tracked by sound alone. Using advanced algorithms, the volume level of the sound is calculated in real time so the closer you are, the louder the SO will be heard and the further away you are, the quieter the SO will be heard.

In relation to the SO, the ESO's (Environment Sound Objects) are used to add atmosphere and ambience to a level. In conjunction to background sound effects being played off the CD, ESO's are used to add an extra dimension to the audio set by trigger points on the game map.


* Game Engine
We have mixed two gaming elements together, action and adventure, into one engine. The action elements consist of Dafel attacking level enemies and end of level monsters. There are 3 ways Dafel can attack using his sword. The first basic way is call a "low swing". This is where the player simply taps the fire button and Dafel performs a small swing with little damage but allows a consistent flow of attacks. The second is a "medium swing" caused by a 2 second hold on the fire button, where Dafel sweeps the sword around at waist level to attack, this allows more damage but takes up more time to allow enemies to counter attack. The final is a "full swing" where Dafel slashes down from over his head, a 3.5 second hold. This inflicts the most damage but is very time consuming and allows enemies even more time to counter attack.

The adventure and strategic elements arise from the solving of puzzles, the communication with other characters and the well being of Dafel himself.

Throughout the game there are sub-plots that are relevant to the core plot. Dafel must find and complete these to progress through the core plot. The game has been designed in a non-linear fashion allowing the player to revisit areas and solve puzzles in any order. There are however, key plot stages that need to be completed before progressing to another sub-plot/task. These key stages are always followed by a cut-scene to develop the plot further.

Dafel must also live in this world and to do so he must maintain his armour and sword and also feed and drink himself. Strategic elements arise in this management role of looking after his equipment and hunting for food. Dafel can also visit blacksmiths to maintain his armour and sword and also shops to buy provisions. In nearly every village/town that Dafel visits, there will be a building from where Dafel can undertake non-plot tasks to earn money and skill.

* Enemy Artificial Intelligence
Enemies that roam Dafel's world can behave in 3 different ways. We have "roamers" who aimless wonder through the maps attacking at will. We have "ambushers" who can lay in wait then attack and we also have "group attackers" who only fight in groups. The 3 Super Classes are then sub-divided into various attributes such as sight, hearing, smell and intelligence. An enemy with low sight for example would reply upon smell and haring alone to locate its enemy. We also have attributes for courage to determine how long an enemy will attack before they flee.

* Manga Style FMV and Cut Scenes Bloodline begins with a 5 minute FMV sequence based upon the Prologue. It is also ended by an FMV sequence.

The finished product can be expected at around the time of the Cologne exhibition. A playable demo will be released in a couple of weeks. Preorders can already be placed with Epic Marketing UK (Tel:01793/432176, E-Mail:[email protected]) or Epic Marketing Germany (Tel:07071/ 400492, E-Mail:[email protected]) for a special preorder price.

"Dafel:Bloodline" will probably remain the only product that will still support the Classic 68k based Amiga. The next project "Scavengers", an action based but still strategic game in complete 3D which will combine the best of Wing Commander and Command&Conquer into a new game, is scheduled for release on Amiga MCC and might also be developed for Amiga PPC and 3D graphic boards if there is enough demand for it.


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E-mail - philip @ amigaflame.co.uk

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