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- GRAVITY WARS 1.20
- 12/25/92
- PC version by Will Beals
- Original Concept Author unknown
-
- INTRODUCTION
- ============
-
- Welcome to the game GRAVITY WARS! This the PC version of a game
- some friends and I had hours of fun playing on an Apollo Worksta
- tion quite some time ago. This is a FREEWARE program including
- source code. Source code is included for your modifications and
- perusal. It is also released for your comment. After 10 years
- of being a Pascal programmer this is my first non-trivial C
- program. If you do have any comments about the game in general or
- how it was coded (speed issues, standards, etc) I would appreci
- ate a note. I can be most easily reached on Compuserve at
- 71213,275.
-
- HOW TO PLAY
- ===========
-
- THE MORE PEOPLE PLAYING, THE BETTER!
-
- The basic intent of the game (as in many games) is to kill your
- opponent(s) before they kill you. Anywhere from two to seven
- players can play. The playing screen consists of the players and
- a bunch of planets. Each player gets to specify the initial
- direction and speed of their projectile. After being launched,
- the trajectory of the projectile is influenced by the gravita
- tional pull of all the planets on the screen. The gravitational
- pull of the planet on each trajectory is determined by three
- factors, the planet density, planet size, and proximity to the
- projectile. The planet color tells you the density. From least
- dense to most dense the colors are red, green, blue, and white.
- Clearly, larger planets weigh more and basic physics determines
- the pull based on distance (1/R^2). To make the game reasonably
- challenging there is only one rule of etiquette. If there exists
- a line-of-sight between you an opponent you are not allowed to
- use it, you must go around at least one planet.
-
- The actual field of play extends around the perimeter of your
- screen by one screen width. There are no planets in the outlying
- areas. Should your projectile leave this larger area, it is
- considered lost. There is no penalty for hitting a planet, I
- guess no-one is living on any of them.
-
- NEW WITH VERSION 1.10
- =====================
-
- We now support seven versus four players.
-
- For each ships turn at entering data, a compass now surrounds the
- ship.
-
- A new feature adds another level of strategy to the game. If any
- planet is hit three times, it blows up! When it does, it no longer
- can be hit again (it's not there), but more importantly, it no
- longer has any gravitational pull. This effect is immediate on
- blowing up, affecting all remaining projectiles for the rest of
- the turn.
-
-
- NEW WITH VERSION 1.20
- =====================
-
- It takes four hits to blow up a planet now, this seems much better.
-
- Both planets and players re-appear in a new, random place after three
- turns. This effectively makes multi-player games last forever!
-
- With games now lasting forever, players can be dynamically added or
- deleted during the course of a game.
-
- By special request, I have added black & white support. To activate
- this, add BW to the command line ( c>gravity bw ). Red, green, and
- blue planets will have the letters L,M,H added to the center of the
- planet (Low, Medium, and High density). White (very high density)
- planets are unmarked. This isn't great black & white support, but
- is at least something until I can do a better job.
-
- Someone pointed out my Compuserve mail address didn't exist, it was
- my temporary one (what did I know, I was a brand new user!) My
- permanent one is now listed.
-
- FUN THINGS TO PLAY WITH
- =======================
-
- Some standard things you may want to play with in this program
- are:
-
- 1) Alter the planets densities and/or sizes.
- 2) Add some black holes.
- 3) Have ships able to move (may make game impossible).
- 4) Incorporate some kind of scoring mechinism
- 5) I'm sure you have plenty of your own ideas, if they make the
- game more fun, please let me know.