12/19/2023 0 Comments Nanosaur 2 free download pc![]() In Nucleus, the player maneuvers his or her spaceship through a dense field of asteroid or other space debris. The gameplay is similar to Asteroids, but with a twist. Instead of needing to destroy all asteroids on the screen, blowing up asteroids sometimes produces electrons, shown to be balls of light that can be "picked up" and follow the ship. The player must take the electrons to the nucleus, a fixed feature located by a homing device. Once an atom is built, it (against all of the laws of physics) collapses into a black hole. That search for the origins of life - or at least the origins of Petey Johnson's colicky little brother - changed my life. From this simple quest I developed a yearning to learn how things are made.īecause that yearning is so strong, it shouldn't surprise you that I've spent the last few weeks questioning several big guns in the Mac gaming business about how games are conceived and brought to market. Subscribe to IDG.net's free daily newsletters Questions about computers? Let IDG.net's editors help you Although the answers aren't as shocking as those from my elementary-school days, many are just as unexpected. If you have an iMac or iBook, you have not only a cool computer but one that contains the work of Brian Greenstone, creator of the delightful 3-D games Nanosaur and Bugdom - games that are bundled with the iMac and iBook. Brian's company, Pangea Software, is one of the few outfits creating commercial games for the Macintosh only. ![]() I couldn't think of a better person to ask about the genesis of a Mac game. The first startling revelation was that, at least in Brian's case, games don't begin with a concept or plot - that this game will be about a bug that dashes through various levels avoiding enemy insects and freeing the fair ladybugs - but with the tools used to create the game. I'd always assumed that writing a game would be like writing a screenplay: come up with a story, map out scenes, write it up, and lose your profits to a collection of Hollywood sleazebags. "I typically get the inspiration for the game from the code itself," Brian explained.
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