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We even had an idea for a company name, Bird in Sky. Mic's mum wasn't keen because it wasn't good grammar, but we stayed with it and starting thinking of games to develop to release. I'd used Blitz Basic 3d for years at university and loved it. It offered us the opportunity to develop games without all the overheads in programming people endure with C++ and the like. BlitzMax, an OOP version was released a few years ago and we adopted it as our main language. I emplore anyone with aspirations of game development to check it out. The community is awesome, helpful and inspirational. From there we thought of many ideas and developed many prototypes (all with potential to become full games). Then we wrote 3030 Deathwar.

2. I really enjoy 3030 Deathwar! The game has character and atmosphere. I could say more, but how about a brief synopsis of Bird in Sky's premier game, 3030 Deathwar, for those that have not been introduced?
Thank you very much. I really appreciate your compliments, it means a lot to Mic and I that someone enjoys playing in the universe we created. 3030 Deathwar is a top down game with an 80s nostalgia feeling to it. You play John Falcon, a trader who gets embroiled in a galactic plot. Cheesy? Yes. But why not? You can fly plenty of different ships and to plenty of different systems.

Flight through Nebula; early. Crew management screen; early.

You can mine asteroids, shoot space junk for money, dock with listing derelicts for loot, trade goods and even make money from Megaball if you're good enough. There's a notable difference to many similar games, you can walk on space stations and talk to people. The atmosphere comes from backstory, data discs and a general feeling of isolation from the people you talk to. The story isn't really important. Feeling like you're immersed is what we were aiming for and I think you get it. Well, as far as you can be immersed in a game that has the protagonist wearing a fedora.

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