ACF and XCF
Tue 5th October 2021
Now that I've given some information about how the way levels were designed and scripted, time to talk about the Xtra 3D Motion!
Fri 10th September 2021
What about some internal implementation details?
High Quality Resources
Sun 8th August 2021
Time to get our sleeves up and dig into the nitty gritty dirty details about how all that worked together.
Timeco Trivia Time
Tue 3rd August 2021
Modern games tend to follow a rigorous top-down design approach, where a lead designer comes up with the core elements of the game, and is in charge of validating how these are actually implemented.
At Adeline, the process was a lot more organic, and a lot of things happened just because somebody thought about it, which resulted in games having many easter eggs, weird references, insider jokes, etc...
Level creation workflow
Thu 29th July 2021
When the work started on Time Commando, the most common type of CD-ROM drives were 2x models, barely able to load 300 Kilobytes of data per second.
What that mean is that we better had to be smart if we really wanted to use full motion video!
Tue 3rd December 2019
This is now December, and I decided to take a break with the Oriclopedia videos, so this is a small summary of what was published this year.