last
update
February 14, 2005
My
translations:

translations:
 
 
       
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"Ideas from creativity, technical
skills from experience and hard work from passion: these are the three
key components required to make high quality entertainment software. But...
"and the money?" someone could ask. Well, the money is the invisible
glue keeping together that C-like expression and it only comes from satisfied
customers.
That's how things work in this crazy, yet so fascinating, little wired
world!"
| About
me |
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I'm a lonely kind of guy and I usually
don't like to talk too much about myself, but I guess that quite
a lot of visitors of my website are asking themselves who's that
crazy guy who's behind all this and so here in this page I'll try
to satisfy your curiosity!

You can also take a look at
my personal Pocket PC and a list of recommended software
by clicking on the My PPC button on the navigation bar.
| Introduction |
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My real name is Davide Orlando,
I was born in 1975 and I live in Como,
in the north of Italy. Como is a town of about 90.000 people
located on the west branch of the lake with the same name,
an area well known for silk processing since a long time and
it was the birthplace of the scientist Alessandro
Volta.
I studied Computer Science at the Polytechnic
of Como - actually
for way too much time before realizing I'd better do on my
own - and I also worked part-time as a barman and waiter,
until I decided to put all my resources into my software projects.
My nickname is Albegor, a name I initially created
for my AD&D character a very long time ago, but later it became
my virtual alter ego when I began using it to play Quake2
online. Its etymology is so demential that only a few friends
know what it means exactly.
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My Business Card |
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This is my personal
Business Card, a very fine piece of artwork kindly made for
me by Pier Tommaso Bennati, a talented Italian graphics
artist active in the game development industry since the Amiga
times, now working as a freelance.
He did a nice restyling of the C-like expression you can see
at the top of each page of my website and which condenses
the three key components required to make top quality software,
but he also restyled the squared logo with the hand and the
CD representing the creation of software: the hand come from
the famous Michelangelo's fresco La Creazione di Adamo
and, if you look closely at it, the lightning has the shape
of the Lake of Como.
But that's not all because as background he choose a picture
of an Amiga monitor and an expert eye can certainly notice
the peculiar Moiré effect.
I printed the Business Cards thanks to VistaPrint and
the gloss effect enhances even more the monitor background.
I really like it and I always love to explain its meaning
to the people who take it and immediately look at it with
curiosity.

VistaPrint is offering
250
Free Business Cards, with a choice among 30
different designs, by only paying shipping and handling costs.
I've personally verified the high quality of the printing
and their efficiency and speed in processing the orders, so
I can't but recommend their services if you need quality Business
Cards without too much expenses.
Click on the above link to learn all the details about their
offer. ( affiliate
link )
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| My
programming experience |
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I often read that many professional
game programmers began programming since the golden age of
the Commodore 64. I've actually discovered the art
of the programming much later and I still wonder if I've lost
anything and what...
Since I was a child, like all children of course, I was very
addicted to videogames in general, both by the arcade ones
and by the small pocket ones such as the Nintendo Game&Watch,
a couple of which I still jealously safeguard.
My first computer was the Commodore Vic20. Despite
I had only two games, Pacman and a space shooter and few friends
to exchange them with, I spent quite a lot of time with them.
I remember that I also tried to program in Basic language
following the examples written on the manual, but my programming
knowledge was too limited and I hadn't enough motivations
to expand it, so after a while I came back the my beloved
Legos, which I called "constructions," and to more
traditional games like small soldiers or small cars. So I
stayed away from computers until I bought my first real PC,
an Olivetti 286 and since then my gaming experience
began.
The first contact with programming took place only at the
first year of university, when they taught me the old Modula2,
a language similar to the Pascal, during the basic computer
science class and although I immediately started to appreciate
the potentialities offered by a programming language, at the
end of the class there was a question in particular that bothered
me: How damn I could get the control of each individual pixel
on the screen, just like they did in videogames. The question
found an answer during the advanced computer science class
in which I learned Assembly. I wrote "I learned" instead
of "they taught me" to accentuate the fact that if I hadn't
learnt by myself I would have known just as before...
It was love at first sight with assembly, I finally was able
to control the computer up to the minimums details and it
didn't take much time to understand it was what I needed to
create any graphics effect and then to make videogames. In
that time I discovered Internet also and it was thank
to it that I managed to expand my programming knowledge.
So I began to experiment in DOS and I learned at my
expenses that if I ever wanted to program a videogame I would
not ever be able to make it in proper times only using assembly.
Then I learned C by myself and I continued my experiments
with a recipe based on C and Asm in the right doses.
The idea to program a game like Strike or Die was born
in this time while playing strategy classics such as the Battle
Isle series by Blue Byte, but for countless reasons
the development went on sobbing for a long time, until the
beginning of the year 2000, when I decided that it was time
to do it seriously.
I then downloaded the DirectX7 SDK, I abandoned the
DOS and with a good experience of C and Asm on my shoulders
I started to program Strike or Die.
Obviously I had to overcome quite a lot of obstacles that
seemed almost insuperable to whoever embarks on such a project,
but had it been easy it would not have been fun.
So in that year the development proceeded slowly during my
spare time. In November, as you can read in my old development
diary, I opened Strike or Dies's
website and published a nice demo of the game that
attracted the attention of many players. That really encouraged
me and I was ready to continue the development with more energy,
but towards the end of the year I received a job offer I could
not reject from Trecision,
a well known Italian software house, now closed unfortunately.
Although I don't like to take important decisions in a hurry
I thought it was a great opportunity for me.
So I moved to Rapallo and began working with a very friendly
team. The experience in Trecision did not lasted long because
after some months I decided to leave to take care of some
important personal matters, but it has been a fundamental
experience because I learnt a lot of things about professional
game development and it changed my rhythm of work and the
way I develop games.
The last news in my old development diary go back to February
2001 after I released the demo version 3.0 of Strike or
Die. That could have been the end of the history of my
first game project, but in the month of September of 2001,
just after the tragic terrorist attack to the twin towers
I took back my old sources and resumed coding almost without
being aware of it.
Well, you can read the rest of the story in the last development
diary on the Strike or Dies's
website, but I can say I followed my hearth and only
time will tell me if I did the right choice.
To be continued...
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//Always close your opened parenthesis both in the code and in real
life ;-)
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