
The Trash Inc.
AlGore Artworks - Dream Dimensions - Neveprise Inc.
In the beginning...
Once upon a time - on October 1st 1995 - two
recently founded software houses founded The Trash Inc..
These were on the one hand Dream Dimensions (formerly
known as Nagilum Enterprises) and Neveprise Inc.
(well, even known under another name before - Hüpattl! Software)
on the other hand. The reason for dis 'unification' was the
project called Simple Disease. Our last
technological advances allowed us to enhance and manipulate the
well-known game called DOOM. But we were not content with just
building new levels (eh?!? Greetings to Nagilum...) and replacing
sounds, no, we had to add new graphx, music and to edit the
exefile, so that opponents behaved different. We also implemented
new weapons, such as a minelayer. In early 1996, AlGore
Artworks joined us and signed responsible for our
soudtrack (thanx, Roy!)
After more than three years SD had been canceled. But in December
1998, the project has been digged out of its undeep grave -
Simple Disease Renaissance (working title) has been assigned -
STRIKE!
Y'asking why it took so long and there went nuthin' out so far?
Okay, we have planned a lot, here an excerpt: SD was designed to
be publishe onto two CDs including AlGore's soundtrack, long
video sequences (rendered plus blue screening), a Making Of and
several goodies and tools.
...later on and in between
As you might fear, class(TTrash_Inc.) is NOT a
company or something similar. Futhermore it is a private project;
we only produce freeware and are notreally interested in creating
any commercial stuff (..still :-)).
In the years past, we spent a lot on private li'l projects and
increased our programming skills in Delphi, incuding multimedia,
different APIs, systools and some other apps we are quite ashamed
of today...
Present and future
Beside of our programming skills that we've
archieved, we are very proud of our newest exploration: the
DirectX SDK. Very late '98, Neveprise did its first steps in
DelphiX - a DirectX interface - and noticed "Great! Not as
hard!" (? See ya later...). Neveprise contacted Dream
Dimensions to discuss the work on a new project, having Simple
Disease II in mind. We bothe agreed and started designing early
guidelines for the new game. First, we spent some thoughts on
using a commercial game as base again (Valve's Half-Life), but
came to the decision to create an own DirectX-based engine.
But: cos we wanted to resurrect the original SD, there has all to
be changed, cos SD I has its roots in first person action. But we
realized that making an own complex 3D engine was FAR beyond our
capabilities. So we designated SD II to be a spca combat sim,
requiiring the whole story plot to be changed. Work continues on
Simple Disease, for the projects sage please check the 'News and
More' page on the left.
Still questions?
And this is for you: y'might ask, what rests
for your the personal way... Well, we are open for supporters.
May it be that you want to engage us into well-payed work (grind)
or just if yu want to join us. Do not be afraid, this doesn't
cost you any penny, you are welcome if you have fun in creating
nonsense on the computer or something else. Having any questions,
contact us sending an eMail to
trashinc@neveprise-inc.de or to any one of us (see 'Contact').

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DreamDimensions
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Okay, I don't
wanna bore you with a great portait of myself - just a short text
about the history of Dream Dimensions.
My 'company' was established in 1995, first known as Nagilum
Enterprises. I started my career as programmer with writing batch-files
under good-old DOS. It was not that satisfying so I started with
Turbo Pascal 7 - at first in school. With the time I was capable
of much(!) more things including animations under ModeX. But it
was still much work creating graphical menus.
That is how I came to
Borland Delphi. The first encounter was not
very exciting. It looked much more complicated - but if you once
understand the object-orientated system it's quite easy.
Nevertheless you can create powerful applications with it!
By the time I
wrote much stuff (some you can download here!). But not that much
what I started got finished. :-)
Some stuff I created in co-production with Neveprise Inc.-
formerly known as Hüpattl! Software. Besides some Delphi stuff
we both worked together with AlGore Artworks (as The Trash Inc)
on a great(!) project:
Simple Disease!
We never finished it completely 'cause some idiot thought he was something better and didn't have to finish the maps! ;-)
Now the project got reborn - Simple Disease 2!
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Some History
Yes, it where busy days: January 1995. Neveprise Inc. was founded, in those times known under the name Hüpattl! Software... The first "applications" written were batch files using good old DOS (DOS is dead - long live DOS!...:-)). Beside some tiny apps (e.g. WinLogo and WinPic (a 10 KB file!!!)), the first big project was called Disaster. It was an add-on for a famous 3D shooter. It provided a new story, sounds and overall new graphics. Later on, the projects became some more professional, though using Borland Pascal.
Changings
Early in 1996, Neveprise Inc. settled over to use Borland Delphi, a great developing tool for Windows tools. As time passed, the released applications became more and more professional, but were mostly portions of the older DOS applications. But in these times and before, Neveprise Inc. was working on a much more interesting project.
Simple Disease
In October 1995, Dream Dimensions and Neveprise
Inc. founded the developing group The Trash Inc. Along with
AlGore Artworks, wich became a member some time later, we started
our first project: Simple Disease. This was a 3D action shooter
basing on DOOM from id software, inc. We invested many many
months in creating new fx and behaviors, graphx, maps (greetings
to Dream Dimensions...:-))), sounds and music.
We were very proud of it, cos we made a new game of it, including
rendered scenes etc., but after three years of intense work, SD
has been cancelled. The main reason was that in 1998, DOOM was
too old from a technical point of view. Maybe we will release a
classic version of SD using a 3Dfx-version of DOOM.
But in December '98, SD was reborn: we began the work on SD2: Renaissance (working title), that will become a space combat sim. For more info check out our news.
