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Dev. Diary

The game could not be what it is without animations. Whether it is characters, scenery or special effects - our team of pixel artists are working hard on making wonderfully fun & detailed animations that really take the adventure to the next level. Our animators Nacho Ayala, Kai Ortmann, Paul Wilkinson and Misja van Laatum have taken that which our original animator Alan Rodrigues started and given it a whole new dimension.

Alan Rodrigues' early sprite for the game has become familiar since its use in our 2006 demo and various other mini-games and animations.

Below: Some of the earliest animations for FoY

Indy adjusts his hat after a fall.

Indy talks.

Indy jumps out the way!

Crishaw gets mean with a gun.

New animation samples will be here soon

"Artistically, things have changed dramatically with AGS 3x from a technical standpoint. We now make use of overlays, layers, blending modes and RawDraw functions." explains Paul Wilkinson.

A room from the introduction


The demo and game are currently being programmed by Jan Simon, a keen young programmer from Bonn, Germany - who has also worked on the German DOTT2 project, plus AGS games like Troopers, Buccaneer 2 and the AGS3D module.

During the first few years of its development, FoY did not produce any coded material - a few sample demos were shared within the team including a simple desert scene with Indy and Sallah.

The game's first project leader, Jocke Andersson, remained confident that GLUMOL (an adventure game engine in development) would be released and that the game would then be coded using its Windows interface. At this time the only alternative option was AGS, which used a DOS based editor.

Jocke was not keen on AGS, but after Mark Lovegrove took over the operation, it became the engine of choice. An AGS Windows editor was released and it's simplicity, diversity & power were given the duty of holding our game - and since many experienced programmers have worked with the engine on the project.

Mark Lovegrove created the first version of an intro sequence, after battling to find a persistent background artist. This was the first sequence to use a graphic by Misja van Laatum - his true brilliance became clear in an instant!

It was clear that development was not going to be rushed, that people had busy lives and that we could not just rush into developing the full game. The story was still undergoing changes, and so Pieter Simoons becamse the first programmer for the demo version of the game.

He was assisted by Andrew Macormack who also did a lot of work on the demo. Soon though, the two programmers stood down & finally, a lead programmer was found. Thomas Anmarkrud completely revamped the demo into a much more professional state. After many months of perfecting the demo, it became extremely close to release. However, our lead programmer had difficulties at home before completely dissapearing.

The search was on again for a new programmer, and Jan Simon came on-board after replying to an advert on the AGS forums. His previous experience with LEC fight engines was of particular interest but his true ability shone through as he completely rebuilt the demo from scratch, adding newer - better features and working tirelessly on clearing all the bugs.

"Now that the vast majority of basics such as the interface of the game, the menus and so on are done - the main aspect of coding is writing tech demos for the fights in the game, for minigame parts (like the balloon ride, the car chase and so on in FOA), test these and make them stable in order to them import them into the full game as a module. The rest is just scripting and setting up interactions, responses and cutscenes." explains Jan Simon.

We don't want to give away all the animations, but don't worry we'll have a couple more up soon. We're making sure there's plenty of in-game animation, whilst special "close up" cut-scenes play a vital part too.