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Dec. 12th, 1997 22:04Mars Special Ops Handbook
July. 10th, 1997 02:33Angel Quest
July. 10th, 1997 02:33Angel Quest: PlayStation screenshots
Apr. 10th, 1996 02:01S.T.O.R.M.: Looking for Praxilium
Nov. 6th, 1991 10:19Order preparation in the depot at Cavaillon
Feb. 11th, 1991 23:181991: High Screen 5 app prototyping tool

Mars Special Ops Handbook

Dec. 12th, 1997 22:04 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/338 — updated on Nov. 16th, 2018 18:52 exists for 27 years & 4 months ago - .

Below is the Handbook we wrote for describing the game prototype and to introduce it to Namco staff.

Acknowledgments

This is the late war information report from our best commando staff. All material is classified, and disclosed to authorised people only.
Keep in mind that all this information was gathered at the price of S.G.B best staff life.

Approaching Mars

The module is dropped by the space vessel and will bounce on the surface.





Landing on Mars

Right after having being landed on Mars, you will pop from the lander module, ready to erase the enemy base.

Facing the bipod

Enemy uses high powerful bipods. One word: “keep cool…”
This enemy is not very fast though but beware, he can crash you in a snap!
You may decide to avoid it. Just run straight away or find and use a jetpack, you will then jump over it.
Alternatively you can use your weapon to neutralize it. If you do so without destroying it, you will be able to drive it!

Use you HUD to target it and shoot.

Once neutralised, run toward it and… jump on it!

You can control it and use its weapons.

Going through the rift

To pass through the rift… you have to jump on the platforms.

Don’t fall into the rift or you’re dead!

Triggering the checkpoint

You can trigger checkpoints in jumping through them.

Once done, if you were dead you will resume your mission at the latest triggered checkpoint!

Passing the laser wall

A giant laser wall blocks the way; it's no use to try to pass thru.
Rather, neutralise the bipod and take it.

Its heavy shield shall let you pass thru the lasers with no damage for you.
But if the bipod has been destroyed before, you will have to look around for a jetpack. We believe it may be of valuable help at this point.

Meeting Jack

Their brand new cybernetic warrior…

…is very impressive.

To defeat it, kill right you see, do not engage any combat!

Getting to the astroport

Approaching the space port…

…destroy these speedy vessels.

Clear’em all!

Stealing a spacebike

Hey, look at this nice spacebike!

Steal it, man…

Oh, shit! These two guys have seen me and started a chase…

The end-level Boss

Unfortunately, we have not much information about those massive gear; our last reporter was dawned killed before reaching it.

It's your job to analyse it and get rid of it
Good luck, Sir!




Angel Quest

July. 10th, 1997 02:33 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/238 — updated on Oct. 29th, 2018 19:17 exists for 27 years & 9 months ago

Angel Quest is the video game I developped from May 1996 to September 1997 for GT Interactive. This project was the first to use optical motion capture for realtime animation: we pioneered this advanced technology.

The heroes was an Angel living in a very large world: he could make use of his ability to fly to speed up its move towards the next location to visit.

Numerous characters were also there to help him find his way, giving him potential clues through interactive dialogs.

The game was developped for Sony PlayStation and PC.




Angel Quest: PlayStation screenshots

July. 10th, 1997 02:33 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/897 — updated on Apr. 5th, 2019 07:48 exists for 27 years & 9 months ago

Angel Quest was running on PlayStation on which I programmed the engine and the game in C and assembler.

All the characters were in 3D and animated through motion capture: I developped a compression tool that reduced the data stream (curve) that was moving each node of the skeleton.

The word was really huge: I had to stream all blocks silently from the CD-ROM drive as the heroes was moving: it was a big challenge due to bandwidth limitation.

A we can see in those early screen shosts the engine was running at 3O frame per sent on NTSC monitors: a big speed optimisation process had to take place!


Angel Quest on PlayStation
Sdl avatar

PlayStation screenshot

@stephanedeluca

An early preview of the game on PlayStation from 1997. #angelquest #playstation

Angel Quest on PlayStation
Sdl avatar

PlayStation screenshot

@stephanedeluca

An early preview of the game on PlayStation from 1997. #angelquest #playstation

Angel Quest on PlayStation
Sdl avatar

PlayStation screenshot

@stephanedeluca

An early preview of the game on PlayStation from 1997. #angelquest #playstation



S.T.O.R.M.: Looking for Praxilium

Apr. 10th, 1996 02:01 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/235 — updated on Nov. 13th, 2018 01:32 exists for 29 years & 3 weeks ago

S.T.O.R.M is a video game I developed from October 1994 to April 1996 with a team composed with first-time employed people.
STORM is an action/adventure game designed and developped at Virtual Studio in France for American Softworks Corp and Electronic Arts, many target platforms were addressed.

The game is a 3-CD set which includes about 45 min of CGI in two different resolutions, with about 12 different 3-part levels, supported by 12 original sound tracks composed by Christophe Zurfluh.
The game won the International Festival of Underwater Movie 1st Prize at Cannes (France) in 1996.

Some screenshots of the action mode:









Order preparation in the depot at Cavaillon

Nov. 6th, 1991 10:19 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/262 — updated on Nov. 18th, 2018 04:12 exists for 33 years & 5 months ago - Photos : Copyright © 1991 by Stéphane de Luca.

This was the preparation of a networked installation. By the time it was 486 Intel processor-based PC computers, running Windows 3.1 with a Novel Netware 386 Server.




1991: High Screen 5 app prototyping tool

Feb. 11th, 1991 23:18 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/904 — updated on Nov. 18th, 2018 05:10 exists for 34 years & 2 months ago - .

During 1990-1991 I was developing for PCSoft HighScreen 5, a tool to make apps.

I was specifically in charge of HSMaquet, the app prototyping tool: 100% interactive, this interface builder was used by developers to speed up their app. They were creating the whole app screens and controllers and were able to link them with no additional code.

HSMaquet was able to generate the code to more than 20 languages, including Fortran, Cobol, Turbo Pascal, Microsoft Basic, etc. The developer could compile and link and demo his app to his customer within days.

I have found the ads in an old magazine:




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