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However, Blackley instead proposed an aerobatics training simulation, which he had conceived while reading an aerobatics magazine on a Lexington, Massachusetts bus.
Collaborating with Ultima Underworld II programmer Greg Travis, he created a thirty page concept document that outlined the game.
His core idea was to recreate the " yummy, visceral, fluid feeling that you get when flying a real airplane ".
He wanted it to bear more resemblance to a playground than to a video game, and sought to give it simple controls and realistic terrain to decrease the learning curve for beginners.
Blackley assumed the role of project leader, and engaged the team in " flaming sessions " to generate ideas.
According to programmer Doug Church, Blackley's concept of the game was not fully developed, but he clearly expressed his thoughts and motivated the team.
The first months of the project produced disparate prototypes that demonstrated prospective features.
The company committed to full development of the game in early 1993, and production commenced in March.

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