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According to the time stamps on files in the official Amiga demo, this was the time when the Amiga version of the game was being worked on. There was no 2D mode, and the 3D mode lacked collision and sky. No interaction with the environment was implemented, as well as any new interface or characters. Iskai and were finished, although the latter weren't used in the following versions. File:5117 dbs1.png File:5117 screen1.png File:5117 screen10.png File:5117 screen11.png File:5117 screen12.png File:5117 screen13.png File:5117 screen14.png File:5117 screen15.png File:Albion4.png

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  • Game development
  • Game Development
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  • According to the time stamps on files in the official Amiga demo, this was the time when the Amiga version of the game was being worked on. There was no 2D mode, and the 3D mode lacked collision and sky. No interaction with the environment was implemented, as well as any new interface or characters. Iskai and were finished, although the latter weren't used in the following versions. File:5117 dbs1.png File:5117 screen1.png File:5117 screen10.png File:5117 screen11.png File:5117 screen12.png File:5117 screen13.png File:5117 screen14.png File:5117 screen15.png File:Albion4.png
  • Developer experiences and analysis * Practical Game Playtesting: A Wii-Based Case Study * Wii's Lost Game: Winter * Interview: Capcom's Nakai On Remaking Dead Rising For Wii * Postmortem: Capcom/GRIN's Bionic Commando Rearmed * Peter Moore: "You Can't Port Down 360 and PS3 Games to the Wii" * Bruiser & Scratch: What Went Wrong? * 2008 Game Developer Salary Survey Reveals $79,000 Average Income * Testing video games (July 2007) * Opinion: Costly Production Decisions to Avoid (June 2009) * GDC Austin: Mythic's Hickman Shares Warhammer Online's Biggest Mistakes (Sept 2009)
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abstract
  • According to the time stamps on files in the official Amiga demo, this was the time when the Amiga version of the game was being worked on. There was no 2D mode, and the 3D mode lacked collision and sky. No interaction with the environment was implemented, as well as any new interface or characters. Iskai and were finished, although the latter weren't used in the following versions. File:5117 dbs1.png File:5117 screen1.png File:5117 screen10.png File:5117 screen11.png File:5117 screen12.png File:5117 screen13.png File:5117 screen14.png File:5117 screen15.png File:Albion4.png
  • Developer experiences and analysis * Practical Game Playtesting: A Wii-Based Case Study * Wii's Lost Game: Winter * Interview: Capcom's Nakai On Remaking Dead Rising For Wii * Postmortem: Capcom/GRIN's Bionic Commando Rearmed * Peter Moore: "You Can't Port Down 360 and PS3 Games to the Wii" * Bruiser & Scratch: What Went Wrong? * 2008 Game Developer Salary Survey Reveals $79,000 Average Income * Testing video games (July 2007) * Opinion: Costly Production Decisions to Avoid (June 2009) * GDC Austin: Mythic's Hickman Shares Warhammer Online's Biggest Mistakes (Sept 2009)
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