Posts Tagged ‘DOS’
Ok so I think that once again I started writting something over-ambitious, but anyway here’s my progress shot after the first day of coding on my MS-DOS first person dungeon crawler game (not gonna happen): Deepstone…. (details after the pic).
I’m running this on my old Pentium 200mmx MS-DOS machine, as seen in the pic. It still sucks a lot, but I’ve got crappy affine texture mapped polygons, 256 color palette managment which automatically manages the gouraud shading color ramps on textured polygons, 3D polygon clipping, and first person shooter-like camera control with free mouselook.
It’s not all from scratch; some of the code I’ve ripped out of a simpler DOS 3D hack I wrote about a year ago. For the most part what I did today was port the code from 16bit BorlandC to 32bit WatcomC, rewrite the rasterizer, write a 3D polygon clipper, and fix horrible bugs all over the place. The 3D scene in this shot was ineptly created in blender.
The idea, which doesn’t look like is going to happen, is to have the player walk around a small pre-modelled dungeon, and collect treasure, while ideally fighting a couple of “monsters”. Realistically, it’s very unlikely that I’ll find time to add monsters, so it might become just a dungeon “exploration” “game” (note the amount of quotation marks
I would much appreciate some feedback on my Ludum Dare entry. You play as an angry Video Game Reviewer and get points for Negative words. It was entirely made in Batch.
For future updates and more games, follow me on Twitter; @MrNashington
Or go to www.VintageGamesCo.wordpress.com
Having learnt some great lessons from my previous LD48 entry, Save The Hut, I decided to not include as much boringness, confusion and frustration in my next game. Together with the theme Construction/Destruction, and a cosmetic theme of Sheep, it all became so obvious: I was to make a game where you construct traps to destruct sheep. And lo and behold! there was The Destruction of the Sheep.
I decided to use pretty much the same tech as for Save The Hut, but used it better to get some fancier stuff, like sub tile precision movements, rotated sprites, pseudo 3D particle gibs, and paintable background.
The game was supposed to be a puzzle game, but in the end only a few levels were puzzly, the rest was just mindless, but entertaining, sheep destruction with lots of gore. All in all, it worked out very well, making me a winner in ‘fun’ and ‘complete’ categories, and third in ‘gameplay (innovation?)’ and ‘overall’.
There’s an improved version available, adding some fixes, and a 2x time speed-up button (but there remains at least two bugs and a lot of spelling errors). You can get this version of The Destruction of the Sheep as a .zip archive or as an installer. They’re for Windows.
Save The Hut was my very first entry into the world of ‘make a game in a low amount of hours’ compos. It was all about The Hut, and how to Save it from the hut-hungry alien invaders. The player had to make sure The Hut survived for a certain amount of time. To achieve this, stuff could be built, but there was a limit set by the amount of credits available. It played as a mix of RTS and puzzle.
Featuring 10 levels, 8 bit palette graphics awesomeness, developed for DOS using Allegro and DJGPP, it placed about 14th. Its shortcomings seemed to be that people had trouble figuring it out, had real trouble passing level 3 (The Holy Cactuses, which was pretty hard), had trouble running DOS games, and also found ‘hold out for X seconds’ extremely annoying (because it sucks to fail at ’2 seconds left’ and have to replay the level).