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Thursday, February 22, 2001
King of Dragon Pass Postmortem
8:17 AM | Andy Largent | Comment on this story

iDevGames has posted an interesting new article from independent game maker David Dunham, giving a postmortem on the award-winning King of Dragon Pass. The piece looks at the process of making the title, making sure it was cross platform, and the things that went right and wrong during it's development. In case you haven't tried it, King of Dragon Pass is a turn-based strategy with beautiful still art and a deep gameplay model. Here's a clip from the postmortem to give you an idea of how the game was put together:

Our artists all use traditional media: ink, paint, scratchboard. They used our old HP scanner, then did post work inside Photoshop. Another artist just gave me the originals and I scanned them (and did almost no touchup). And then everything got "DeBabelized" before going into the project. The artists were mostly local, so we'd meet and go over sketches (or occasionally deal with faxes). We began by establishing the basic look of the world (the Osprey books were a great help for historical costumes). The artists came up with additional details that fit in well. Since they were contractors, most of them worked in their own facilities. We worked out of our house to save costs. Towards the end, we hired a QA guy, and he also worked out of a spare room (since it's vital to be able to see just what happened after a crash). We relied heavily on TestTrack, a bug-tracking database to keep the project running smoothly. We used Filemaker to check off our milestones.
Pretty impressive that a title as complex as this came together with such a seperated group. Check out the rest of the postmortem for more info on its creation. And be sure to grab the demo from Macgamefiles if you haven't already done so.

Download King of Dragon Pass Demo
King of Dragon Pass Web Site
iDevGames King of Dragon Pass Postmortem

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Archives  News  King of Dragon Pass Postmortem