Spent a bit of time early this morning to knock out the most basic vector editing features in my SCI0 pic editor. The SCI0 pic byte-code is very terse; it doesn't even have closed polygons, just lines that happen to touch each other when rendered to the frame-buffer.
I'm sure this whole UI layer will need a refactor soon, but its definitely another step in a "useful" direction. Just a few core features left before a "beta" is viable.
This tech could have revolutionized the voice-over industry in the 90's... but instead it was lost to time. Hear Al Lowe talk about Sierra On-Line's secret in-house studio weapon: https://youtu.be/oOZhpcJIyd8
Floating around online, there are some original scans of the Colonels Bequest design document. Included are some 80's printer sheets that have this very specific style for background art review. I really wanted to recreate that look in scibud, for no other reason than cause. But... yea
Left side: design documents. Right side: the debugging output from scibud. Not too shabby.
I should recreate the paper-yellowing and water stains from years of use.
💬Excerpt from an interview with Jane Jensen refuting the so-called experts of the time who claimed that the main drawback of adventure games is the inability to replay them once finished.
Ah, look at those glorious 16 color SCI graphics…
The graphics in Sierra’s SCI0 games was really very varying. Even in Larry 2 itself the quality is quite different from screen to screen. This is one of the worse examples I think… #retrogaming#sierraonline#larrylaffer
Will be going live on #Twitch at 12:30 AM CST will be playing Conquests of Camelot by Sierra Online I'm a #SmallStreamer so please boost this post and raids are greatly appreciated.