Well, maybe not THAT easy to program. for one thing, it was a game pitch, not a finished design, so there were a lot of things still to be worked out. Ever played Star Raiders? Basically, the game was like that, where enemy ships are intruding into your space and you have to zip around and take them out before they can destroy Starbases and Spacedocks. The Romulan ships could cloak (natch), so you had to fire using motion sensors only when they were invisible. Furthermore, Romulans could overrun Starbases and Spacedocks, and you'd shift gears from a space combat more to a run and shoot game where you'd try to clear out the intruders, who, in the worst of circumstances, would steal away with a drydocked Starfleet ship and try to get it back to Romulan space to be dissected. In fact, the animated demo concluded with a Miranda being stolen and nailing the player to the wall. Game Over.Wow! I have a feeling I would have love this game! I imagine it wouldn't quite usurp my favorite space combat game from those years (TIE Fighter for PC) but I bet it would come close. Any chance of making this playable as a Flash game or something like that? It seems pretty simple. But then, beyond writing little codes to italicize words on forums and writing simple formulae in spreadsheet applications, I'm certainly no programmer. but it sure would be fun to actually play!
--Alex
DS9Sega, I hope it's okay that I animated some of these sprites. I'm not sure if I got all of them right, though.
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Mostly right! Albeit it looks like you took the bounce out of the runs in the side views. Also, if you look above the beaming redshirt sprites you'll notice some transporter sparkles over a neutral backgrond. It should start with that, go to the full figure sparkles, and finish with the frames where you can see the guard through the twinklies. Finally, he should be standing there, hale and hearty and ready to be shot. You then reverse it for the beamout.
Looking at these, I kinda cringe. Then again, I think these were the first human run cycles I ever animated, and I still had a lot to learn.