Post by Saturdaynight on Sept 10, 2012 20:58:26 GMT -5
Lonnie King
Born: Aril 5th 1974
A Vermont Native
I've been around the computer gaming scene since the early nineties when I got my first computer. A second hand AT&T computer that had an 8086 processor with a whopping 10meg hard drive and a 14" EGA monitor. I spent many days playing games like D&D's Eye of the Beholder and Mean Streets, on that old system. As I moved into the world of 486 processors, I got into more games, like DOOM, QUAKE and Descent. I longed to be able to make my own games.
I created my first computer game, on my old AT&T computer, from a program called, Virtual Reality Studio's. It was a non textured polygon engine with very simply imagery. There was a coding language that was simple to use but the engine lacked any really game playing quality.
I then purchased Klik & Play, a Windows 3.11 gaming creation system that boasted VGA graphics and 2dimensional imaging and after dabbling in it, created Jump Tank, which was a mildly fun side shooter, albeit very short.
It's when I found the Pie GCS that I really felt I could make a game I was really interested in making...a 3D FPS. I have come up with many unimaginable game ideas and started work on them just to end up ditching the project. But along the way, I have learned a lot about the Pie GCS. I own both the DOS version and the Windows version which boast true 3D modeling capabilities along with the textured polygon level design.
Some project are still on the back burner, i.e. Orion's Plight (an RPG) and Metro City Chronicles (an action adventure FPS) but currently I have focused everything on MOD-G, formerly the DOS GCS Demonstration project. I felt I was better suited to pull out all the stops on the DOS GCS engine then in the Windows engine, simply because 3D modeling does not come easy for me.
I think the following link lends itself well to the work I've done on MOD-G.
MOD-G Screen Captures
Born: Aril 5th 1974
A Vermont Native
I've been around the computer gaming scene since the early nineties when I got my first computer. A second hand AT&T computer that had an 8086 processor with a whopping 10meg hard drive and a 14" EGA monitor. I spent many days playing games like D&D's Eye of the Beholder and Mean Streets, on that old system. As I moved into the world of 486 processors, I got into more games, like DOOM, QUAKE and Descent. I longed to be able to make my own games.
I created my first computer game, on my old AT&T computer, from a program called, Virtual Reality Studio's. It was a non textured polygon engine with very simply imagery. There was a coding language that was simple to use but the engine lacked any really game playing quality.
I then purchased Klik & Play, a Windows 3.11 gaming creation system that boasted VGA graphics and 2dimensional imaging and after dabbling in it, created Jump Tank, which was a mildly fun side shooter, albeit very short.
It's when I found the Pie GCS that I really felt I could make a game I was really interested in making...a 3D FPS. I have come up with many unimaginable game ideas and started work on them just to end up ditching the project. But along the way, I have learned a lot about the Pie GCS. I own both the DOS version and the Windows version which boast true 3D modeling capabilities along with the textured polygon level design.
Some project are still on the back burner, i.e. Orion's Plight (an RPG) and Metro City Chronicles (an action adventure FPS) but currently I have focused everything on MOD-G, formerly the DOS GCS Demonstration project. I felt I was better suited to pull out all the stops on the DOS GCS engine then in the Windows engine, simply because 3D modeling does not come easy for me.
I think the following link lends itself well to the work I've done on MOD-G.
MOD-G Screen Captures