home *** CD-ROM | disk | FTP | other *** search
- @2 F O R T R E S S I I D I A R Y
- @3
- Part Five
- @1
- Author: Lee Bamber
-
- @4
-
-
- It does seem, does it not, that there is just no end to this damn diary? I
- had scheduled F2 to be completed no later than November 1994, ready for a
- timely Christmas release, when buying games is on the forefront of everyone's
- mind in due preparation for the festive season. Not to put a fine point on
- the matter, but it seems I was a bit out. As the code is implemented, true
- professional cold-heartedness escaped my eager mind, and F2 began to take on
- new avenues of gameplay and increased details in regard to planned and
- prepared for features. Such is the scale of the new additions, it is
- putting the project, not under a strain, but a pressure to stop the
- innovation of creation and finish it. As much as I would like to start
- selling F2 and get some reward for my toil, the gameplay is literally hungry
- for each and every new feature put forward.
-
-
-
- In an effort to stop this privileged grasp of every conceivable feature to
- grace a single strategy game, I've decided to end the brainstorm for more
- ideas, work with what is already on the drawing board and finish F2 before
- the summer heatwave when no-one will want to be sitting at their computer
- screens; when they should be out walking, playing soccer or paintballing
- their closest rivals.
-
- It's not for me to schedule a second date for completion, but I shall be
- aiming to get it released as either commercial or through my own means
- before the end of April 1995. Working the unavoidable delays in
- playtesting, debugging, submission, negotiations and anything else that
- rears it's ugly head, I'm due to start putting the finishing touches to F2
- within the next two months. As I write, today being the 20th January 1995,
- I look ahead to what hopefully will be a very prosperous year with F2
- completed, Relics of Deldroneye sharing the limelight with it's sequel(s)
- and at least three more smaller titles released through licenceware. But
- all these trivial rantings aside, you're certainly wanting to enter the
- realm of chronological creativity that is the diary...
-
-
- @3
- -----------------------------------------------------------------------------
-
- @1
- DATE: 20th January 1995
- NOTE: The story so far
-
- Fortress II designs now cover every part of the game, allowing a sense of
- what the game is finally going to look like. It doesn't star a spikey
- blue rat, nor smells of the latest blockbuster, but for the would-be gods
- and strategically inclined it's grand waste of your time. For the easy
- going, it's simple, uncomplicated to play and full of little features you
- can relate to. And above all the classifications, it's all out war. No
- farming, cuddling peasants or kissing babies. This is a weapons only,
- cards on the table, blood-thrusty fight to the death on a global scale!
-
- The code is crawling along nicely, with the odd limb missing and no
- teeth, but certainly recognisable! We need to see the final
- implementation of the castle fighting, town fighting, army fighting and
- enemy intelligence. We have to sort out titles screens, selection
- screens, death screens, completion screens, world map screen and all the
- rest of it.
-
- I've decided to drop the serial interface idea if I can't get to grips
- with true enemy intelligence. A secret to you and me, but enemy
- intelligence can be wholly stupid things and still seem to know what they
- are doing. If I go cheap and whip up a pseudo intelligence that to the
- player seems to present a challenge, then that's fine. But if I am
- successful, the enemy will act and think totally separate from each other
- and use exactly the same battle logic maths as the user. If I can do
- this, making one enemy take control from the serial port will be simple.
- If the multi-logic maths don't pay off, the serial is dead. At least
- while I know very little about it.
-
- One last thing before I say good night, the last idea I have to add to F2
- is the idea of Army Camps. In solving the problem of what to do with
- up to 20 divisions of troops after a battle, and only being able to move 4
- divisions at a time because of Army restrictions in other areas. It left
- me with a huge number of troops stuck at a town or fort. To solve this,
- I have decided to create something called a CAMP. A CAMP is a stationary
- area dedicated to the storage of up to 20 divisions of troops. The CAMPS
- can hold up to 20,000 troops in total, a maximum of 1,000 troops per
- division. Armies may be formed in the CAMPs and sent about the business
- and the CAMP can take in numbers of troops of the particular division
- type into the ranks. The CAMP can be disbanded if there are four or less
- divisions remaining, forming the final army. Likewise, a CAMP cam be
- created at any of your towns or forts. Upon studying the problem, and
- this solution, it occurs that a CAMP could also be used strategically,
- where large numbers of troops need to be assembled in a town close to a
- huge enemy fort. Upon even further reflection, the whole idea was quite
- logical, and had it not been implemented, the game may have suffered due
- to the restricted movement of large numbers of divisions.
-
- It's not that late, but I've been very tired this last week or so, and
- it's not a good idea to work yourself too hard when you're already worked
- to the ground. I think I'll watch some videos until the early hours, get
- some rest and attack the new code for the CAMP idea in the morning. It
- will be Saturday, so the earlier I get up, the more time I have to try
- and not do nothing and press myself to do something worthwhile, all the
- time feeling like not doing nothing. Well at least one of use knows
- what I mean...Gutten Aben!
-
- @3
- -----------------------------------------------------------------------------
- @1
- DATE: 1st February 1995
- NOTE: Back to the camo, lads!
-
- After finishing the Doom Diary(see elsewhere in this issue), I felt it
- would be a swell idea to actually do some F2 work! And so here I am.
-
- Right, I'll be writing a new prototype program to get the CAMP icons
- fully working and get armies created, removed and amended before I try
- and putting it in the main code. I find it's best to do this as the main
- code takes such a long time to run, testing and amending the new code
- takes forever. I can also scrap and start again real easy, using this
- method, which is the hall-mark of a very seasoned coder. (Being able to
- scrap some very clever code to rewrite it into even more cleverer code!)
-
- Plans for tonight...New program with camps...Yep, that's about it.
-
- LATER THAT NIGHT/MORNING . . .
-
- Sometimes I surprise myself. I started the CAMP code around 12:04AM,
- intending to create the structure before the main coding rush. Well I
- have accidentally coded it all at once. Once I had it in my head, the
- code just flowed into a nice logical order of tasks. In the end, I
- had to drag myself from a feverish attempt to make it more important
- than the rest of the game. There is nothing special about it, other
- than it`s usefulness in the game itself.
-
- The CAMP can hold all twenty division types and up to 9999 troops! The
- camp is used by transferring troops into and out of the camp via an army.
- The army is, as normal, a maximum of four divisions and thus the camp
- acts as a supply and reenforcement post for large scale battles. I`m
- sure I`ve covered CAMPS before. My mind isn`t what it was. Come to
- think I don`t think it ever was what it was. In fact, I can`t remember
- whether it ever occurred that what it was wasn`t what it was when it
- wasn`t. To be safe, let`s agree that I need help and put it off for
- a long time. By then, I hope everyone will have grown old and died.
- By which time of course, I`ll be stinking rich and I`ll sue anyone who
- claims that I`m a foaming loony with the mind of a dribbling foaming
- loony.
-
- Anyway, the camp interface is done. The transfer from camp to army and
- back again works perfectly without hitch. All the error trapping is
- so pre-meditated, it was written before I loaded Amos (writing in
- abstract you understand. Amos is good, but I`m afraid the day languages
- write their own code is some way in coming).
-
- I had a few nice letters congratulating me on my diary and how brave I
- am to attempt such a gruelling task. Their modest praise is exactly why I
- am doing all this. And I want more! I like letters saying how great I am.
- It doesn`t half look good on my wall when visitors accidentally meander
- into my room and get trapped. After I have done the old `brains-to-
- toothpaste` trick on them, they leave with a kind of fixed grin, and as
- far as I have witnessed, keep it for several days.
-
- I`m really nice when you get to know me, but as I hate everyone at heart
- no-one has every known me. Which is just as well, considering my very
- complicated personality. Not mean, and please don`t confuse me with a
- mean person. I`m very nice. I`m just hateful of everything, but you
- wouldn`t know by looking at me! Possibly, game writing is a vent for
- this global hatred. I mean, how many games have I done where you are
- killing or perminantly disabling something or someone at some point in
- the gameplay. I`m sure F2 falls into the category of a death-based
- affair. Sure, lots of thinking and protecting your empire. But without
- a bit of rival conflict, friendly conflict and absolutely-no-reason
- conflict, the world just be dull...
-
- STROY ALERT!
- ------------
- Back in my early college days, I wrote nonsense stories which people
- liked reading. To this day, I can`t figure why. They where so bad, I
- even got the title wrong when saving out the word-processor file and it
- came out STROY. Since then, I`ve written loads of them, all usually
- violent and containing characters both real and not at all coincidental!
- I`ve toned down this one because it`s a family read...Stroy`s are never
- long, nor contain moral messages, just stuff that happens...This one is
- what I feel when I talk about the absence of violence in my work:
-
- "Hey you, take that you naughty warrior", said Mr Red Bad Person.
- "Oooh, you bounder. I shall tell your mother, Mr Red Bad Person", said
- Mrs Blue Good Person.
- "Aw! Please don`t tell, I shall never slap you again!"
- "Friends then, Mr Red Bad Person?"
- "Friends!", agreed Mrs Blue Good Person. And from that day forward, they
- lived, hand in hand, as Mr Green Not-very-Good-or-Bad Person and Mrs
- Green Not-very-Good-or-Bad Person.
-
- I certainly won`t stand for any of that! And to make sure you`re not
- going to finish now with such a `lovely` scene, the story actually
- ended...
-
- "Hey, you two!", shouted Mr Black Git. "Stop in the name of the law!"
- Both Mr and Mrs Green bla bla stopped, turned and regarded the uniformed
- warrior with warm smiles.
- "See this gun?", yelled Mr Black Git.
- "Yes, we see you shiny gun", replied the pair in duo.
- "I`m going to shoot you with it.", continued Mr Black Git as he walked
- down the grassy knoll towards the green pair. "I`m going to shoot you at
- point blank range."
- "Oooh", chimed Mr and Mrs Green bla.
- Mr Black Git jogged the final few meters over to the two lovely people
- and started to load the double-barrel shotgun. He dropped one on the
- floor, only for it to be picked up by Mrs Green.
- "Here you are, you dropped this.", said Mrs Green and handed the small
- tube cartridge over to Mr Black Git.
- "Shut up!", ordered Mr Black Git. He closed the shotgun with a swift
- jolt of the handle and moved Mr Green in front of Mrs Green to form an
- almost perfect line between his gun nozzle and their respective heads.
- "Right you are sir, right you are.", submitted Mr Green as a way of an
- apology.
-
- [Camera pans away as they sometimes do when the story gets a bit explicit
- and focuses on a rabbit, eating some vegetable stalk from Mr and Mrs
- Greens lush garden. The sound of a single BLAST from the shotgun,
- brings the almost simultaneous sound of a wet slosh sound, and then the
- sound a bag of spuds make when they drop from a great height. The
- camera moves back onto the threesome, to reveal Mr and Mrs Green stood
- over the corpse of a headless Mr Black Git.]
-
- "Fascinating", commended Mrs Green, "I`ve always wanted to know what
- would happen if you fired a petrol pellet from a shotgun." She handed
- Mr Green the real gun cartridge and winked. She started towards a
- corner of her garden. The rabbit had since disappeared down it`s hole.
- "Clever girl", praised Mr Green. "Save the ammo for next time!" He
- picked up the shotgun, wiped it down, and rejoined Mrs Green who was
- already busy, weeding the garden. THE END.
-
- I`m sure you have a full idea of what I think about when I remove the
- violence from my games. I hope my stroy has offered a more colourful
- explanation of the inner workings of my sordid little mind. As for F2,
- I have absolutely no problem with the level of death and violence
- portrayed. By what I am capable of, it is positively kindergarten
- stuff!@3
- -----------------------------------------------------------------------------
- @4
- Fortress II is either the biggest damn project in the world, or Lee
- Bamber likes writing in AMOS so much that he can't help but write games
- all the time.
-
- If I were to tell you that it's both, you can understand the briefness
- of this entry. I'm about to submit my game AQUAKON for evaluation to
- F1 Licenceware and finish off the demo version for PD release, and also
- polish off the game JERONIMO and have one last go at making the Serial
- Game-Linking mode work faster. Enough of such talk, you haven't the
- first clue as to what I'm talking about. And quite right too, that's
- another D.N story!
-
- Fortress II will continue full tilt development as soon as I finish my
- other small project (very hush hush at the mo!)
-
- No more this issue, you'll have to wait and wait and wait...or you could
- give in and just write. Must run, see you next bi-month. Stay AMOS!
-
- @1
- End.
-