home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Aminet 2
/
Aminet AMIGA CDROM (1994)(Walnut Creek)[Feb 1994][W.O. 44790-1].iso
/
Aminet
/
demo
/
euro
/
rot2.lha
/
rot.invite
< prev
next >
Wrap
Text File
|
1993-04-02
|
5KB
|
101 lines
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.