Trespasser Development History
Posted: Sat Aug 01, 2020 6:43 pm
I spent some time this morning, gazing at a pre-release photo while eating a sandwich, and suddenly had the mind to wonder: what exactly was early Trespasser development like? I feel my notion of the actual level-development process is fairly fleshed out to my liking at this time, but looking again as I am now, I notice a vast dark of the early development of the game, when all that went on was work on the engine's coding and very preliminary asset-creation. What day of what year did the Tres dev team first come together in a single work space (and what happened before that)? On what calendar date did Dreamworks Interactive first successfully open an experimental EXE build which successfully displayed a likely-empty playing space? What were the events of individual days and months, while features were added to the source code one by one, and in what sequence? When did super-early level versions like the empty brown BE and bare-bones SUM first get loaded by Trespasser?
It occurs to me that some of these questions may be answered by looking into notes within the sourcecode, as well as connecting dots from developer interviews... I am afraid at this time in my life, I can't afford the resources for such a project. I am interested to know, still, what details of this variety are known to us at this time, or within our ability to investigate. It seems quite a potent topic, for fans of the game to be aware of...
It occurs to me that some of these questions may be answered by looking into notes within the sourcecode, as well as connecting dots from developer interviews... I am afraid at this time in my life, I can't afford the resources for such a project. I am interested to know, still, what details of this variety are known to us at this time, or within our ability to investigate. It seems quite a potent topic, for fans of the game to be aware of...