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June 98

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We've been hard at work since E3. We've got the Thai delivery place on speed dial, our shelves are stocked with Little Debbie snack cakes, and the refrigerator is over- flowing with sugary beverages. It's a game designer's productivity paradise, as long as our landlord doesn't shut off the A/C during a heatwave again.

Our move to 16-bit color has opened up a whole new world. Our artists have taken advantage of that fact with new textures and character skins, making the Duality world richer and more beautiful than ever before. Not to be outdone, our mapmakers have been pushing the envelope of the Duality engine, creating such luscious curves and intricate details like nobody's business.

Our coders have been hard at work too, bringing to life all our hard work. Above and beyond things like transparent sprites and volumetric fog, we're challenging the way first-person games work. Your enemies will communicate with each other and build strategies to take advantage of your weaknesses. Your allies won't cower help- lessly if you decide to turn on them. Sneaking up on bad guys and listening in on their conversations can be as important as killing them. Figuring out how to help an enemy can win that enemy over to your own side.... after all, "the enemy of my enemy is my friend!"

Don't forget to stop by our screenshot section and check out our latest offerings, and keep an eye on this site for more updates!








Text and Images © 1998 Double Aught, Inc.