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-
- If you are interested in working on a game, please read this. You
- don't even have to know how to program... Or if you don't have any time,
- but would like to see this develop into a game, then spread this around
- -- upload it places.
-
- People always comment on how pretty those euro-demos are and then
- complain because there's nothing to shoot at. I'd like to see the
- engine developed into a game, but not enough to actually do it myself.
-
- I would like to get a group of talented & enthusiastic artists,
- programmers, and sound people together to make a game out of the engine.
- I am willing to "lead" the group in the sense that I will help
- coordinate people and continue to develop the graphics engine.
-
- The game could be freeware or if shareware, operated the same way
- Wolf3D was: the first few mazes are free, then you can buy modules with
- more mazes later. But we probably won't ever get that organized.
-
-
-
- If you are interested in participating and you think you fit in one of
- the following categories, please email me and I'll include you in my
- mailing list:
-
- 1) ARTISTS: Draws brushes of objects and animbrushes of monsters. The
- artists will probably also be the "game designers" -- the people who
- decide what genre (ie. dungeon, space, kill nazis, etc. based on what
- kind of things they can draw) the game will be-- and what exactly is in
- the game. The engine can use 32 colors composed of 2 completely separate
- 16 color palettes. So all objects, monsters, and walls may either use
- the top 16 colors or the bottom 16 colors.
- Personally, I'd like to make it a Wolf3d-like game, of a StarWars
- genre. Stormtroopers and evil droids chasing you through the corridors of
- the DeathStar -- and when you advance far enough, you find a lightsaber
- that you can use to reflect their lasers. That would work very well
- with a 16 color grey palette + 16 colors of something else.
- Ideally, I'd like to just take ID software's graphics straight out of
- Wolf3D (see shmoozer "0", above). Maybe someone could work something out
- with them and then just convert and touch them up to work with my 2 16
- color palettes and put them in the appropiate brush structures.
-
- 2) SOUND: We need people who can provide a background tune w/ player
- that doesn't eat my cpu. I don't care if it's original, so long as the
- tune fits the genre and the mood of the game. Maybe the tune could
- change when you meet monsters or something. Also provides all sound
- effects for monsters, fanfares, etc -- along with the routines that
- play them.
- Again, maybe if someone gets in with ID software, we could use
- their samples. Of course we'd still need player routines.
-
- 3) PROGRAMMING JOBS: These are all big.
- a) We need someone to write a nice mazeeditor with a GUI to let you
- create mazes and put objects and monsters in them. I will provide an
- output format for the maze data and you will write a program to generate
- the specified output format. This is not a trivial program. You must be
- able to specify what kind of wall goes where, place monsters in the maze
- and assign behavior attributes to them and place objects on the ground --
- all using a GUI.
-
- b) Main program. This person will pretty much be in control of
- everything. Someone who can take other people's code and integrate it to
- my engine. This shouldn't be too hard because everyone elses code will be
- very well specified. They should provide "black box" routines that can
- essentially be linked into the main program. This person will also be in
- charge of programming things such as: the interface of the game, keeping
- track of player's stats, making the speed of the game playable, etc.
-
- c) Monsters. Someone needs to write code to keep track of the
- "enemies" movements. There should be different monsters with different
- behaviors: (ie, some that always attack you, some that stand guard, some
- that can hear action in the next room and will come after you when they
- hear you, etc.) This person works with the graphics and sound people to
- make smoothly animated, monsters and make them attack you.
-
- 4) MAZE MAKER: Once the mazeeditor has been built, these people design the
- dungeons. They'll coordinate with the artists to get a set of wall
- pictures that will form a coherent dungeon, castle, etc. Maze people will
- make mazes and put in everything such as objects, monsters, doors, exits,
- hidden passeges, etc in such a way as to provide incrementally challenging
- levels for the player. In other words: make fun game using the tools
- provided.
- Again, maybe if someone gets in with ID software, we could use
- their mazes. We'd still have to enter them into our own maze editor
- by hand because we probably wont just copy every kind of wall and every
- kind of soldier straight across.
-
-
- By the way, so far the game requires a math chip and at least an 030.
- It should be possible, however, to get it to run on an 020 with a math
- chip. My list, below, doesn't include someone who could take my engine's
- code and make it do integer math only. I'm sure any euro- demo coder could
- take my program and make it run almost as fast on the 500 (with a
- somewhat smaller view window) if they optimized my math stuff. Also,
- caches help a lot. On the 030, it should run perfectly fast at about 288
- X 150. On the 040, with it's bigger cache, it should easily handle
- 320 X 150. The view screen will be variable in the game.
-
- All code must compile in SAS and Aztec C.
-
-