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Prerelease:Prey (2006)/1995

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This is a sub-page of Prerelease:Prey (2006).

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Hmmm...
To do:
  • Sources for everything said here.
  • Find more info from this year of development.
  • Verify the following: After 3 or 4 months, William Scarboro has a true 3D texture mapped and lit engine up and running.

February 1995

After finishing work on Rise of the Triad, the self-proclaimed Developers of Incredible Power (DIP) would start planning their next game. They eventually settle on a "dark Sci-Fi game".

July 1995

Work on Prey begins, with Tom Hall as project lead and William Scarboro as lead programmer.

October 1995

[1]

ITEM #1: 3D Realms recently hired Billy Zelsnack, giving 3D Realms arguably the best group of 3D programming talent in the gaming industry. Billy is considered by John Carmack, lead programmer at id Software, to be one of the best in the business. Billy, along with Ken Silverman (author of the Build 3D engine), and the 3D Realms' Prey team (William Scarboro, Mark Dochtermann, Jim Dose'), give 3D Realms an incredible foundation of 3D programming talent that no other company can match. The results of this talent will soon be seen with the release of Duke Nukem 3D, and many future 3D games.

November 1995

In November, a series of screenshots would be published.

Hmmm...
To do:
  • Was file_id_diz.txt (included with some archives of the shots) and any of the information in it originally from Apogee/3D Realms?
  • More context on these screenshots (like where they came from) would be nice.

November 9th

A build of the game is complied. This build is more of a tech demo and seems to have been shown to GT Interactive as a pitch.

References

https://matero.net/games/prey/history.htm