home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
DP Tool Club 17
/
CD_ASCQ_17_101194.iso
/
vrac
/
jewel10.zip
/
HISTORY.TXT
< prev
next >
Wrap
Text File
|
1994-08-27
|
3KB
|
59 lines
Jewel Thief - 8/27/94
8/27/94 - ver 1.0 - Problem with number of games allowed per day was
not working correctly. I think I have that fixed. Added in Escape
option when all the jewels are picked up for those times when the
Door is opened where the Thief can't get to it.
8/21/94 - ver .60 - Jewels increase in value every 10 levels.
Added 4th Static Guard and changed where 2nd Roving Guard shows
up. Arrow Keys work for local play. Game now displays special
message when level 30, 60 and 100 are reached that writes a
validation code to a file that is worth a free registration of
another one of my doors.
8/15/94 - ver .54 - It looks like I finally fixed it so that the
thief is not started on a row or col as a guard.
The game will not run out of levels now (preveous ver ran out at 25)
but will keep incrementing them as long as the thief is alive.
At level 25 there is now 2 (yes, TWO!) roving guards. Fixed the problem
of the static guards changing states faster when you do key presses.
8/12/94 - ver .52 - Still trying to fix it so the Thief does not
start on a row or column that a guard does. Fixed the Setup
program so that it includes the Action Index.
8/09/94 - ver .51 - Several people could not see the jewels so I
changed them to plain ascii characters. Everyone should be able to
see them now. I've had no complaints about the Guards or the Thief
so I am leaving them the way they are, unless I hear something from
someone.
8/07/94 - ver .50 - Changed colors around to try and improve visibility
during game. Did some work on movement and play routines. Corrected
documentation for Ansi and Ascii bulletins. Added in Color Toggeling
of the Guards, Jewels and Thief. Played with the look of the characters
again.
8/04/94 - ver .40 - Added in independent guard movement. Also added
sysop selectable Action Index to *.cfg file. Clean up some bugs in
the different levels.
7/19/94 - ver .38 - Just minor detail things. Jewel values increase
from 100 to 200 and bonus jewel from 300 to 500 above level 10.
7/17/94 - ver .37 - I found out why nobody was going beyond Level 10
in the game. On Level 10 there were the 3 static guards and the 1
roving guard...the problem was that somebody had slipped the static
guards NoDoze and they weren't sleeping, which meant you couldn't get
past them. <grin> That has been fixed
7/12/94 - ver .36 - Change the symbols used for the Jewel and Bonus Jewel
so that they would show up when the game is played in RIP mode with
Rip Term 1.54. This version of Rip Term has a bug that it will not see
several characters, of which my jewels were one.
7/10/94 - ver .35 - Fixed the problem of the level not reverting back
to level one after getting zapped.