View Full Version : Evolution of an indie
Philip Lutas
07-13-2003, 04:09 AM
I hope nobody minds me posting the link
http://web.archive.org/web/19980111052402/http://dexterity.com/
I'm sure most people know about the archive nowadays but interesting nontheless.
MirekCz
07-13-2003, 04:18 AM
heh, yeah, this shows very well how much Steve has learned and put effort into getting the best of his www page.
The very old one looks totally cheap and crappy :-)))
Eagle EXE
07-13-2003, 04:29 AM
So Dexterity was originally obsessed with advanced AI. I did not know that.
Dexterity
07-13-2003, 06:57 AM
Yes, I was into AI many years ago, which is what got me into doing BrainWave, BrainWave 2, and Olympus. My CS degree involved a specialization in AI, focusing on machine learning.
That actually wasn't the original Dexterity web site -- there was an older version that was all black which may actually have looked better than the white one.
gilzu
07-13-2003, 07:45 AM
Originally posted by Dexterity
That actually wasn't the original Dexterity web site -- there was an older version that was all black which may actually have looked better than the white one.
This one? (http://web.archive.org/web/20000208140228/http://dexterity.com/)
it sure looks alot better.
Philip Lutas
07-13-2003, 07:52 AM
I actually remember that one!
Surely that wasn't the first one?
Siebharinn
07-13-2003, 07:53 AM
What happened to Olympus?
Dexterity
07-13-2003, 08:27 AM
The original black site was from late 1995. It's older than the web archive, so it wasn't archived there. But I still have a copy of it.
Olympus was put on hold, since it was originally designed as a retail game, and I didn't have the time/resources/distribution to finish and release it via shareware channels. However, now I do, and once Arizona Smith is released, Olympus is next.
On a side note, I'm very happy with how Arizona Smith is coming along. Since I've slowed down the publishing of new games, I finally have time to re-focus on internal projects, so I'm anxious to get this project released. This is another game that's heavy on design but very light on programming, so the design is about 90% of the work. Arizona is a competitive treasure-hunting game where you try to collect treasures while thwarting your opponent from doing the same (no multiplayer, computer opponents only). I didn't originally set out to make a competitive game, but the design just wouldn't work any other way. The attitude of the game is similar to Spy vs. Spy, where you plant booby traps for your opponent and laugh when they go off.
gilzu
07-13-2003, 09:04 AM
Originally posted by Dexterity
On a side note, I'm very happy with how Arizona Smith is coming along. Since I've slowed down the publishing of new games, I finally have time to re-focus on internal projects, so I'm anxious to get this project released. This is another game that's heavy on design but very light on programming, so the design is about 90% of the work. Arizona is a competitive treasure-hunting game where you try to collect treasures while thwarting your opponent from doing the same (no multiplayer, computer opponents only). I didn't originally set out to make a competitive game, but the design just wouldn't work any other way. The attitude of the game is similar to Spy vs. Spy, where you plant booby traps for your opponent and laugh when they go off.
actually, that reminds me more of a PC-XT game i had called
"Ducktales" (yea, the disney one) which had the exact same
concept. look for it in the abandonware sites, it can give you some
nice ideas
anyone else remembers it?