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* TroubledProduction: [[https://en.wikipedia.org/wiki/Stonekeep Wikipedia page]] gives a rundown. The project was conceived in 1988 (a year after ''[[VideoGame/DungeonMaster]]''), started only in 1990 and the final version was released in 1995. System requirements grew from "80286, 640K RAM, floppy disk, no HDD, no mouse" to "high-end 80386, 4M RAM, mouse, CD-ROM". Budget grew from $50 000 to $5 000 000. The process suffered from poor planning and poor organization. For example, video capturing for the animation sprites went through 3 stages: cheap photography with poor lighting, spending a lot of time and money fixing it in post-production, then hiring professional operators and renting a studio to film them properly after discovering that enemies need legs and staff artists can't draw legs to match photos. The sequel was dropped after spending 5 more years in development.

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* TroubledProduction: [[https://en.wikipedia.org/wiki/Stonekeep Wikipedia page]] gives a rundown. The project was conceived in 1988 (a year after ''[[VideoGame/DungeonMaster]]''), ''VideoGame/DungeonMaster''), started only in 1990 1990, and the final version was released in 1995. System requirements grew from "80286, 640K RAM, floppy disk, no HDD, no mouse" to "high-end 80386, 4M RAM, mouse, CD-ROM". Budget grew from $50 000 to $5 000 000. The process suffered from poor planning and poor organization. For example, video capturing for the animation sprites went through 3 stages: cheap photography with poor lighting, spending a lot of time and money fixing it in post-production, then hiring professional operators and renting a studio to film them properly after discovering that enemies need legs and staff artists can't draw legs to match photos. photos.
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The sequel was dropped after spending 5 more years in development.
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* TroubledProduction: [[https://en.wikipedia.org/wiki/Stonekeep Wikipedia page]] gives a rundown. The project was conceived in 1988 (a year after ''[[VideoGame/DungeonMaster]]''), started only in 1990 and the final version was released in 1995. System requirements grew from "80286, 640K RAM, floppy disk, no HDD, no mouse" to "high-end 80386, 4M RAM, mouse, CD-ROM". Budget grew from $50 000 to $5 000 000. The process suffered from poor planning and poor organization. For example, video capturing for the animation sprites went through 3 stages: cheap photography with poor lighting, spending a lot of time and money fixing it in post-production, then hiring professional operators and renting a studio to film them properly after discovering that enemies need legs and staff artists can't draw legs to match photos. The sequel was dropped after spending 5 more years in development.

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