Re: [stella] Indenture is a good starting place
Subject: Re: [stella] Indenture is a good starting place|
From: Stirling Newberry <stnewberry@xxxxxxxxxxxxx>
Date: Tue, 3 Apr 2001 14:38:44 +0100
Indenture, though on a different system, definitely has the market
cornered on Adventure expansion in my book.
While indenture is a fine dos port of adventure with some add ons,
the point here was to stay within the realm of the Atari and to
explore a bit deeper some of the aspects of the game.
In otherwords, work within the resources that the original Atari has.
Same number of screens, same number of rooms, same basic coding
If I wanted to do something for a newer machine - there's a Mac with
OS X sitting right here, and plenty of real games that could be
written for it.
Some ideas that have cropped up:
- Each room description has a offset for which screen is going to be
read, thus more "screens" can be generated if one simply uses offsets
which start "in the middle" of another room. Hence rooms can be coded
to work in more than one way.
I've made a few other mods to the current data block I'm working on -
turning the reflected room into a forest maze and adding more
complications in the rooms on the right of the catacombs. Also
turning two of the blue maze rooms into catacombs rooms as well.
Anyone interested in the data block, I can email it. I can also email
a bin file which works with Stella.
- The gate animation is very flexible, it is essentially a collision
detect wall, and could be used in other ways than merely the doorway
it is now. For example, a gate could be used to block part of a maze,
and made to disappeare completely when opened (set the map at the end
of the animation to zero). It can be much larger than the gates you
see, and each individual gate can be altered. This, again, without
expanding the code base by a single byte.
- Reseting Goldilocks to be faster than Mr Green Jeans, though still
slower than Red Riding Hood. Different speed dragons are more of a
challenge, since one can't easily dodge separately timed bytes.
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