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An article by Krister Karlsson who developed on Amiga 500 back in the days and re-issued one of his game on Greenlight
http://gamasutra.com/blogs/KristerKarlsson/20141205/231609/Making_a_game_in_1993.php
Not a bad article. They really don't get into programming languages or what was most efficient for coding, rather the limitations more on graphics and the 32 color limit, as well as other limitations of the time.

I wouldn't mind watching a documentary of the process of making a game for that system, the limitations of the software and programming tools, and what they could and couldn't do. Perhaps the evolution of creating a game over 6 months until they had the completed project ready to find a publisher.

Perhaps most phenomenal is the specs he posts at the end...
The full palette consists of 4096 colors of which you could use a maximum of 32 at the same time in a game. Most games used no more than 16 colors though.

* The most common screen resolution was a whopping 320 240!
* Sprite sizes were often within 16 or 32 pixels.
* CPU ran at 7MHz!
* Standard memory size was 512k but most systems had extra memory of 512 which gave the user 1M of RAM.
* My system had a hard disk of 20Mb!
* No network. (Modems were available though.)
In comparison the Commodore64 and Apple II ran at 1Mhz, and the Atari800 ran at 1.8Mhz.
The game in question.
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rtcvb32: Not a bad article. They really don't get into programming languages or what was most efficient for coding, rather the limitations more on graphics and the 32 color limit, as well as other limitations of the time.

I wouldn't mind watching a documentary of the process of making a game for that system, the limitations of the software and programming tools, and what they could and couldn't do. Perhaps the evolution of creating a game over 6 months until they had the completed project ready to find a publisher.
I have a french book over the Amiga which is full of interviews from devs and artists of that era. Basically, most of the graphists worked with Deluxe Paint (and later on 3D Studio) and for music, it was the beginning of the samples so softwares like Soundtracker were used (then came the MIDI format wich allowed to play on a MIDI keyboard). For programming, Assembly was still popular. There is a whole technical page on the adaptation of Vroom but it will hurt my head to translate it :)

If you're really interested, you can always try to contact my fellow Belgian Franck Sauer(twitter or e-mail) who worked on Agony and Unreal on Amiga (and Outcast later on PC...)

The only "making-of" video I know from that era is from the demomaker team Future Crew but beware that's some 90's shot homevideo ^o^
https://www.youtube.com/watch?v=LIIBRr31DIU