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8-bit game author reviving 1983 game "Dino Eggs"


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#26 carlsson ONLINE  

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Posted Wed Jun 24, 2015 1:17 AM

I'm a little curious about the translation request; do you have a ballpark figure how many words/phrases you need translated? Entire paragraphs of instructions as well? I understand there are plenty of people on this forum with other native tongues than English, so if the amount of text to handle is not excessive, you might find people here (as well from your mailing list) who could help you, if that is a side goal to have the game available in as many languages as possible.



#27 David H Schroeder OFFLINE  

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Posted Thu Aug 13, 2015 8:27 PM

Hello, all...

Check out the fresh DINO EGGS: REBIRTH newsletter at http://eepurl.com/budolP

-- Steam Greenlight campaign to begin Monday Aug. 17

-- What are The Secrets of the Time Quartz?

-- What sounds do Baby Dinos make?

-- Language Update: Dino Eggs: Rebirth is now slated to support seven languages

-- All details, more photos, and audio at http://eepurl.com/budolP

 

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#28 David H Schroeder OFFLINE  

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Posted Wed Sep 9, 2015 4:22 PM

Here's the official press release for DINO EGGS: REBIRTH on Gamasutra: 
http://t.co/cRFUcfLYJr 


Voting continues on Steam Greenlight: 
http://steamcommunit...ar...=499418580 

 

Thanks for all your help!  The game is coming!  :-)



#29 David H Schroeder OFFLINE  

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Posted Thu Sep 17, 2015 10:21 AM

I've begun my 'memoir' blog on Gamasutra:
 
In 1976, I took the only computer course I would ever take. I got a “D,” the worst grade I would ever get.
 
Five years later, I was making my living writing home computer games, and would continue to do so for the next nine years.
 
You understand –– my story begins before the Internet, before Windows, before Apple.
 


#30 SpiceWare OFFLINE  

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Posted Thu Sep 17, 2015 11:54 AM

 

I've begun my 'memoir' blog on Gamasutra:

 

Nice!

 

Likewise a lot of what I learned in my college courses were the proper names for things I'd already figured out on my own.  As an example I used linked lists in the BBS software I wrote during high school on my VIC 20, but didn't know they were called that until a few years later in college.

 

I would probably add a footnote after the price of the tape reel - $20 doesn't sound expensive until you realize that's about $84 today.



#31 RodLightning OFFLINE  

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Posted Thu Sep 17, 2015 2:23 PM

I just put in my 'yes' vote on Steam Community via the link and encourage other AtariAgers to do the same.  It's nice to see a fun platformer like this re-emerge after so many years.

I would also love to see this released for 400/800/XL/XE.  It's never too late to ask, eh?



#32 David H Schroeder OFFLINE  

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Posted Thu Sep 17, 2015 2:57 PM

Thanks SpiceWare!  Thanks RodLightning!  Thanks for your support.

 

Yes, we made everything up as we went along.  I didn't have a car in college, so had to walk several miles to an obscure supply store to buy the magnetic computer tape.

 

DHS



#33 David H Schroeder OFFLINE  

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Posted Thu Sep 24, 2015 8:19 PM

I'm proud to say that Part Two of my "memoir" is a Featured Post on Gamasutra:
 
1981.  Many computer games were home-grown and distributed on audio cassette tapes stuffed in plastic sandwich bags with sparse photocopied instructions.
 
Four years out of college and needing a job, I wondered -- Is anyone making money doing this?
 


#34 David H Schroeder OFFLINE  

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Posted Mon Oct 5, 2015 8:54 PM

I was pleased to be a guest on the VGBS Gaming Podcast -- Just posted:
 
 
If you don't have time to listen to the whole podcast, you can catch some highlights at these time points:
 
4:35  --  The challenge of updating a 32-year-old game.
 
25:00 -- Getting ripped off in the good old days.
 
29:00 -- Was Dino Eggs the first home computer game to be "modded?"


#35 David H Schroeder OFFLINE  

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Posted Wed Oct 7, 2015 3:48 PM

I'm pleased to see that Part Three of my "memoir" is a Featured Post on Gamasutra:
 
1982.  In writing my first computer game Crisis Mountain, I felt like I was creating a straight-forward variation on Donkey Kong.
 
In designing my second game, I knew I could do better.  But what was better?
 


#36 David H Schroeder OFFLINE  

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Posted Wed Oct 14, 2015 3:08 PM

In my latest post on Gamasutra, I share early design sketches from the original Crisis Mountain (1982) and Dino Eggs (1983):
 


#37 Thomas Jentzsch OFFLINE  

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Posted Wed Oct 14, 2015 3:35 PM

Interesting read, especially about the random generation.

 

I am a big fan of it, because it can be very effective and elegant. And even Atari 2600 games like Pitfall! or River Raid made good use of it.



#38 Vic George 2K3 OFFLINE  

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Posted Fri Oct 16, 2015 7:36 AM

Dino Eggs certainly is a candidate for bad box art. Time Master Tim, if that's supposed to be him on the cover, looks more like a futuristic cross-dresser.



#39 David H Schroeder OFFLINE  

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Posted Fri Oct 16, 2015 6:17 PM

:)  Yes, Vic George...!  My publisher at the time (who commissioned the artwork) agreed with you.  He was disturbed by the odd un-masculine "vibe" of the art.  

 

I think he had the artist re-do it a bit (shortened the fingernails or something), but he was too cheap to commission a second piece of art -- at least right away.  There was a second piece of box art done later on that was more comical in tone:

 

https://picasaweb.go...feat=directlink



#40 David H Schroeder OFFLINE  

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Posted Tue Oct 27, 2015 2:32 PM

More of my "memoirs" featured on Gamasutra.

 

How did I fit the original game "Dino Eggs" into 48K?

 

Hint: It wasn't easy.

 

http://www.gamasutra...Much_is_48K.php

 
a5dde350-aa38-4bee-a4d4-46eabd1134e8-med


#41 David H Schroeder OFFLINE  

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Posted Thu Nov 12, 2015 3:52 PM

Our latest newsletter for DINO EGGS: REBIRTH is at http://eepurl.com/bEYFu1
 
Features:
 
-- Three new "memoir" blogs
-- Three new or upcoming audio podcasts
-- Three new "Let's Play" videos -- one for each of the original versions of Dino Eggs.


#42 Gemintronic OFFLINE  

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Posted Thu Nov 12, 2015 3:58 PM

What do you think about buying into middleware like Unity or Game maker so you can easily port to Android and modern consoles?  I mean, not as a suggestion because you probably already thought of that.  Just wondering why you haven't gone that route :)



#43 David H Schroeder OFFLINE  

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Posted Sun Nov 15, 2015 8:02 PM

Hi Quad,

 

That's a great way to go.  My programmer got started on XNA a few years back, and we stayed on that platform for a variety of reasons.  It, too, can port to Android and some other consoles.  

 

I'm hoping we'll have more than one Dino Eggs revival over time.  Maybe the next one will be DINO EGGS: RUNNER! and be a 3-D version on Unity...(!)

 

DE is a game concept that can be "re-imagined" in a wide variety of ways.  But, as I blog about in my latest post on Gamasutra, once you begin pulling the threads of a game design that works, the fabric can fall apart pretty quickly.

 

http://www.gamasutra...bor_of_Love.php



#44 David H Schroeder OFFLINE  

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Posted Sat Dec 5, 2015 9:18 PM

Official release date set for Dino Eggs: Rebirth -- Mon Jan 11, 2016.
 
Subscribe to newsletter at www.dinoeggsrebirth.com for insider holiday info. 
 
#indiedev #indiegames #screenshotsaturday


#45 David H Schroeder OFFLINE  

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Posted Sat Dec 19, 2015 9:14 PM

Tim and Tam Bearing Gifts.jpg

Time Master Tim and his daughter Tam getting into the spirit of the season.  They are bearing gifts -- that is, huge stacks of dino eggs -- in Dino Eggs: Rebirth.

 

Game release on www.dinoeggsrebirth.com on 1/11/2016.

 

Recent feedback: "I'm having the time of my life with this game and memories from decades ago. Just the right amount of challenging and exactly in the spirit of the original game. Thank you, thank you, thank you!"

 

 



#46 David H Schroeder OFFLINE  

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Posted Mon Jan 4, 2016 7:23 PM

My latest Featured Post on Gamasutra details how "Dino Eggs: Rebirth" expands on the original 8-bit game "Dino Eggs"...  with plenty of comparison screen shots.
 
Snakes, Spiders, Proto-pedes, Eggs, Boulders, Fires, Baby Dinos, Dino Mom, Power Flowers...  they're all there.
 
 
 
Dino Eggs: Rebirth​ comes out next Monday January 11 on the game website -- www.DinoEggsRebirth.com


#47 David H Schroeder OFFLINE  

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Posted Mon Jan 11, 2016 6:41 PM

I'm proud as TODAY'S public release of "Dino Eggs: Rebirth" revives my 32-year-old 8-bit game "DIno Eggs" -- a labor of love with oodles of new features, puzzles, and challenges.
 
The new game just reviewed on the BlackMuzik website: Rated 8 (out of 10).  "Dino Eggs created by the great David Schroeder is back to shine on its own."  (Translated from the Italian)
 
www.DinoEggsRebirth.com
 


#48 SpiceWare OFFLINE  

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Posted Tue Jan 12, 2016 9:15 AM

Nice! I like that it works with game controllers, I have a couple PS3 controllers paired with the Mac mini that drives my HDTV.

Only minor issue is the buttons in the instructions use A, B, and X while the buttons on the PS3 controller are labeled with symbols. If you make any updates, consider adding an option to specify (or auto-detect) game controller type and adjusting the labels as appropriate. The Playstation controllers (PS3 & PS4) are commonly used with Macs as they work out of the box, no drivers required.

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#49 SpiceWare OFFLINE  

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Posted Tue Jan 12, 2016 10:24 AM

Almost forgot - it would be nice to also be able to use the d-pad for moving Tim and Tam. For classic style games I prefer to use it over the analog stick.

#50 David H Schroeder OFFLINE  

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Posted Tue Jan 12, 2016 5:39 PM

Hi Spice!

 

Thanks for the feedback.  I'll add your controller ideas to the "Wish List" on our Game Forum (on the DE:R website) so that we can keep track of all these great ideas.  






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