r231 - trunk

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Sat May 24 02:45:26 EDT 2008


Author: jwrdegoede
Date: 2008-05-24 02:45:26 -0400 (Sat, 24 May 2008)
New Revision: 231

Modified:
   trunk/readme.txt
Log:
convert readme.txt to UTF-8

Modified: trunk/readme.txt
===================================================================
--- trunk/readme.txt	2008-05-24 06:34:55 UTC (rev 230)
+++ trunk/readme.txt	2008-05-24 06:45:26 UTC (rev 231)
@@ -51,7 +51,7 @@
 A little history...
 by Scott Miller
 
-ROTT, as it quickly became known, marked a turning point for Apogee.  It was our first in-house game since I started the company in 1987 with my home grown Kroz games, the games that started the shareware revolution that resulted in the launch of three of the most successful independent PC developers, Epic, Id, and us -- all three still kicking after 12+ years (as of Dec. '02).  It's hard to believe we're among the oldest of all surviving independent PC developers in the world now.  Before ROTT, Apogee, as we were then known, solely worked with outside development teams, often funding and helping organize these teams, and helping guide their game designs using our experience.  But around 1993 it was evident that this method wasn't going to work out much longer because as games got larger and more complicated to make, team sizes had to grow, too.  So, in 1994 we started hiring developers to form our own internal team, with the first of those hires including William Scarboro, Nolan Martin, Mark Dochtermann, Jim Dosé, and the ever creative Tom Hall to run the show.
+ROTT, as it quickly became known, marked a turning point for Apogee.  It was our first in-house game since I started the company in 1987 with my home grown Kroz games, the games that started the shareware revolution that resulted in the launch of three of the most successful independent PC developers, Epic, Id, and us -- all three still kicking after 12+ years (as of Dec. '02).  It's hard to believe we're among the oldest of all surviving independent PC developers in the world now.  Before ROTT, Apogee, as we were then known, solely worked with outside development teams, often funding and helping organize these teams, and helping guide their game designs using our experience.  But around 1993 it was evident that this method wasn't going to work out much longer because as games got larger and more complicated to make, team sizes had to grow, too.  So, in 1994 we started hiring developers to form our own internal team, with the first of those hires including William Scarboro, Nolan Martin, Mark Dochtermann, Jim Dosé, and the ever creative Tom Hall to run the show.
 
 As Tom notes above, ROTT was originally an Id-approved sequel to Wolfenstein 3-D, using the original Wolf engine.  The game was going to be called, Wolfenstein: Rise of the Triad, and explore what happened after Hitler's demise.  About 4-5 months into development, though, a surprise call from John Romero ended the project, and we were left with a lot of content specific to the Wolfenstein premise, which had to be rolled into a new game concept so that we didn't waste all that we'd done.  The result was a bit of a mish-mash, and as Tom says above, the project probably should've been restarted using our new Build engine, which our second internal team down the hall was using, making Duke Nukem 3D.
 




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