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CU Amiga Super CD-ROM 18
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CU Amiga Magazine's Super CD-ROM 18 (1997)(EMAP Images)(GB)[!][issue 1998-01].iso
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Foundation
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ImportantInfo!
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Text File
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1997-11-13
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5KB
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132 lines
Foundation CU Amiga Demo
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Introduction
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This has been a difficult time for me trying to get the game ready for
it's first mass public release. I like to think I have high standards
and so I find it hard to come to a time when I'm happy with releasing
something. I've spent the past 3 days working towards final bugfixes
and adding some important necessary features that would turn the mass
of game play into a playable system. Towards the last few hours of
coding bugs did creap in and I was forced to spend more and more time
fixing and testing. The time came when I realized that I had to draw
the line as some point and finaly release it!
Versions
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The AGA small version is recomended to anyone with 030/AGA or below.
The medium AGA is for anyone with 030/50 and above. It is recomended
that the small graphics version is played on a 320x256 screen and
the medium version to be played on 640x256.
The three RTG versions are provided fo CyberGFX users and I recomend
that you use these screen modes:
small - 320x240
medium - 640x240
large - 640x480
The large version is recomended for 040/40 users with a good fast 4Meg
Graphics card. All of the RTG versions will use a lot of fast ram so
I guess that 4Meg fast is needed.
Missions
--------
There are just three missions here. Little time was spend in the design
of the missions but they do start off very simple and small then they
get biggr and more complicated. They have been designed to allow plenty
of freedom to experiment and lost of scope to practice the finer elements
of gameplay. I'm sorry there is no special ending of demo animation or
anything lik that. I have more important features to work on at this
moment.
Features
--------
There are many features missing from this demo. The computer AI is quite
basic in these three levels. Anyone who has been betatesting the game for
the past months will tell you how quickly the computer AI is evolving and
how much more playability there is as things improove. There are also
things like Shooting Tower buildings, Archers, ships, air balloons, custom
levels, random map systems, split screen mode, TCP/IP mode, and many
other presently developed features that are not available in this demo.
I decided o avoid too much confusion by eliminating many sections of
th game and many partially developed features to allow you time to adjust
to the way things work.
Bugs
----
I've already mentioned bugs. Bugs are nasty things that are there to
spoil a perfectly good demo with small (and sometimes huge problems).
The game has been tested on many systems but NO Picasso96 tests have
been made at all so maybe it won't work. Tests have not been made on
systems with only 2Meg of memory and the game is hardcoded to use more
memory than it could. The game is still in heavy development so you can
imagine that over the past week a lot of new features have been added
which may clash with previously tested features. So now I've explained
well enough that things will most likely go wrong. You are free to end
"short but sweet" bug reports to *me* and not the Sadeness address.
While I'm sure th publishers will be happy to deal with any problems
thre is little they can do to help you other that refering your mail
to me. If you're playing this game any later than November 20th then
rest assured that it's very likely that your bugs have been fixed.
PLEASE no bug reports by Snailmail! Okay, send your bugs reports to the
address at the bottom of this text file.
Final word
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I really don't know what to expect from your thoughts on the game. I've
spent the past year working on this and many months have been spent
getting things working right and supporting lots of different systems.
I really can't stand to look at old beta versions of the game even if they
are only a month old. Things improove so much in such a short time and
if it was up to me I'd keep things to myself until the final day :)
Any suggestions should be sent to my address. While Sadeness will be happy
to hear your views on the game and they would also love to receive your
support and pre-orders for the completed game it is still more efficient
to direct suggestions/bug reports to me. I must say that you may only get
a very short answer but any feedback will assist me!
I hope you enjoy what you see so far.
Cheers,
Paul Burkey
Email: paul@sneech.demon.co.uk (feedback, bugreports, suggestions)
Email: foundation@sadeness.demon.co.uk (orders, feedback, information)
--------------------------------------
Ordering Info:
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To pre-order your copy of Foundation, either send a cheque
or postal order to the address below for the sum of £30.95
(price includes postage and packing worldwide), please make
sure payment is in pounds sterling.
Alternatively, you can pay via credit/debit card. We accept
most major cards including Visa, Switch, Mastercard, Eurocard.
Sadeness Software
13 Russell Terrace
Mundesley
Norfolk
NR11 8LJ
UK
TEL : 01263 722169
email : foundation@sadeness.demon.co.uk
WWW : www.sadeness.demon.co.uk
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