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-
- Act Of War
- ~~~~~~~~~~
- (c) Dave Smith, September 1992
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- 1. System requirements
- ~~~~~~~~~~~~~~~~~~~~~~
- Act Of War works under both Workbench 1.3 and 2.0, in both NTSC and PAL,
- and requires 1 meg of memory as a minimum.
-
- If you have just one meg and the game won't run, try turning off all
- external drives, hard drives etc. This will free more memory.
-
- To run the game from a hard drive, you'll probably need more than a
- megabyte.
-
- It should work fine on accelerated systems, if a little fast in some places!
- I've got some "slowdown" routines in it, but as I've only got a 68000 I
- haven't been able to test it.
-
- As Act Of War was written with AMOS, it multitasks - use Left-Amiga A to
- switch between the game and Workbench.
-
-
- 2. Introduction
- ~~~~~~~~~~~~~~~
- Act of War, or AoW as I've just decided to call it as it involves less
- typing, is a strategy game in the tradition of Laser Squad, Breach 2 (or so
- I'm told) and, if anyone can remember that far back, Rebelstar.
-
- If you've never played any of those games, think of a childish fascination
- for big guns married to a fair amount of strategy and you won't be far
- wrong.
-
- So what makes AoW different?
-
- The game is played over a series of missions, three of which are included
- with the program. More missions are being worked on as you read this, by
- myself and others. And if you don't like these missions, there's no reason
- for you not to create your own!
-
- On payment of a small shareware fee (more information later on) you'll get
- the mission designer that I use, which makes mission creation very simple.
- Everything from the map, to the weapons, to the sound effects can be
- changed.
-
- Noteable game features include:
-
- * 1 or 2 players
- * Sampled sound
- * Completely extendable!
- * 3 difficulty levels
- * Optional line-of-sight feature
- * Squad arming sequence
- * Explosive scenery
- * Keyboard and / or mouse controlled
- * Halfway-decent user interface
- * Revolutionary new ICASS AI system (see later)
-
- The three missions included in this release are as follows:
-
- * Informant - An ex-director of your shady corporation is ready to
- spill your industrial secrets to a rival company. There's only one
- way to stop him - break into his sprawling mansion and take him
- out! (Obviously, negotiation comes a long way down the list with
- these people).
-
- * Escape - Taken prisoner by a corrupt Planetary Security Force for your
- part in the above escapade, you and two companions have been
- jailed in an orbital maximum-security prison. Initially armed with
- only a little smuggled-in plastic explosive, you must break out of
- your cell, somehow obtain a weapon, free your comrades and escape
- to a passing PSF shuttle to secure your freedom.
-
- * Terminator! - Soon after you make it back to your base after escaping
- captivity, a Terminator droid from a rival corporation stages
- an assault! Backed up by a squad of combat droids, it will attempt
- to kill you all...
-
-
- 3. Installation
- ~~~~~~~~~~~~~~~
- AoW can be installed on a hard drive - just make sure that the files:
-
- diskfont.library mathtrans.library
-
- are in the libs: drawer, and that you've copied the "Spacey" font to the
- fonts: drawer. The directory that you put the game in must have the name
- "px:" assigned to it. In other words, if the game is in "dh1:Games/AoW",
- you should put:
-
- assign px: dh1:Games/AoW
-
- in your startup-sequence.
-
- The mission directories should be in the same dir as the game, ie. "px:".
- The default missions also require that the "Pics" drawer and the "Snd"
- drawer, and their contents, are present in "px:" also.
-
- The game is much nicer installed on a hard drive (isn't everything?). As
- it is so extendable, a fair amount of disk access is inevitable. However,
- there is no disk access during a game so the actual gameplay speed is
- identical on both floppy and hard drive systems.
-
- To summarise then: the necessary files are as follows.
-
- libs:diskfont.library
- mathtrans.library
-
- fonts:Spacey/7
- Spacey.font
-
- px:Pics/GameTiles
- EscapeTiles
- GameBack.iff
- WeaponBack.iff
- Weapons.1
- Snd/Samples.1
- Act_Of_War
- Informant/Everything
- Escape/Everything
- Terminator!/Everything
-
-
- 4. Gameplay
- ~~~~~~~~~~~
- I know, I know, you just want to know how to play!
-
- The front end:
- ~~~~~~~~~~~~~~
- * The first thing you have to do is load a mission in. Select "Load
- Mission" from the menu. The disk will grind a bit, and a list of
- the available missions will come up. Choose the one you want,
- again using the mouse.
-
- * Select the difficulty level you want. Easy gives you a lot of cash for
- the arming sequence (see below). Medium gives you less cash and
- introduces the line-of-sight feature, where you can only see enemy
- units that are in your line of sight. Hard keeps line-of-sight and
- gives you the least cash.
-
- * Choose a 1 or 2 player game. The AI is not brilliant, but I think it's
- good enough to be called "not bad". It even has its own acronym, which
- is obviously essential for any program these days. So, when you play
- a 1-player game of AoW, you are experiencing ICASS - the Intellectually
- Challenged Artificial Stupidity System (tm).
-
- Now, don't you feel proud?
-
-
- Arming:
- ~~~~~~~
- * Next comes the arming sequence. A total amount of cash is shown,
- and you can either accept the default weapons (use the "Next Unit"
- icon, which looks like a tick, to see each unit's weapons) or choose
- to buy your own. To keep the defaults, click the "Quit" icon; to buy
- weapons, click either of the two "Buy" buttons.
-
- * The squad's default weapons are usually round about what you could
- buy at the Medium level of difficulty. The amount of cash you get at
- each level is as follows:
-
- Easy - 250 per unit
- Medium - 200 per unit
- Hard - 175 per unit
-
- * If you do buy new weapons, the first button is "Buy Weapon", the next
- is "Buy Ammo", the two arrow icons let you see the weapons and the
- "Next Unit" button is used when you've finished arming that unit. You
- can always go back to it, until you quit the arming.
-
- * The cash shown is a total for your whole squad, try to divide weapons
- fairly equally. It's always better to have, say, four men with Pulse
- rifles rather than one man with a Plasma Cannon and tons of ammo.
-
- * Click on the Quit button (bottom right) when you've finished.
-
-
- The game:
- ~~~~~~~~~
- * The screen is divided into four windows:
-
- 1) The largest window, at the top left, is the view window. This
- is where the action happens.
- 2) Directly below this is the message window. Always keep half an
- eye on this for reports and updates.
- 3) At the top left is the status window. Here you can see the stats
- of the current unit.
- 4) The final window at the bottom right is the mini-map window.
- Apart from giving you an idea of the overall shape of the map,
- you can keep track of your units here via the flashing dots
- which show their positions.
-
- * Player 1 always moves first. You begin the game fully armed and ready.
-
- * There are several ways of moving around the map. You can use the cursor
- keys or the joystick to move the cursor around. You can click with the
- left mouse button on the view window to place the cursor directly onto
- a square. You can click on the mini-map to jump directly to another
- area.
-
- * To select a character, press the joystick fire button or the space key
- when the cursor is over a unit. You can also click the right button
- on a unit to select it. You are now in move mode, where believe it or
- not you get to move the unit around.
-
- * To move a unit, use either the cursor keys, the keypad or the joystick.
- The keypad allows movement in 8 directions, using the keys:
-
- 7 8 9
- 4 6
- 1 2 3
-
- * To deselect a character, use the space key, the joystick fire button or
- the right mouse button at any time.
-
- * If you are playing on Easy level, you'll be able to see all the
- enemy units as you look around the map. This takes a lot of the fun
- out of the game, so the default difficulty level is Medium. Here,
- you can only see an enemy if they are in a direct line-of-sight. This
- allows them to hide around corners and jump out at you, wait behind
- doors etc. Remember, you can see through windows.
-
- * If you find a scenario too tough on Medium, or you don't like the
- hidden movement, go to Easy. Otherwise, I'd recommend you stay on
- Medium or Hard.
-
- So now you know how to move around the map, and select characters (by the
- way - I use the words "character" and "unit" interchangeably, they both mean
- the same). Now things get a little bit more complicated!
-
- Nearly every action in the game can be carried out by the mouse or the
- keyboard. If you prefer to use a keyboard, you can play the whole game
- without having to take your hands away from it. However, I prefer a mix of
- the mouse and keyboard. It's up to you though.
-
- You'll have noticed (assuming you've actually played the game yet) six
- buttons by the mini-map window. I'll go through these and any sub-menus
- that they lead to.
-
- First, a word about actions. Everything you do in the game requires a
- certain amount of actions to carry out, and you have a set number of
- actions per unit, per turn. For instance, moving across a normal square uses
- 2 actions, but moving over rubble and debris takes 3. Picking something up
- takes 5 actions, teleporting takes 20. As I explain each option, the
- number of actions it needs is shown alongside.
-
- If a character's health is reduced to 1/3 of his (or her!) maximum, they
- are said to be injured and their actions are reduced by half. You can
- tell when a character is injured - their health and actions show up red in
- the status window.
-
-
- MOVE Keyboard: SPACE (when in FIRE mode)
- ~~~~
- The first button, with the four outwardly-pointing arrows, is the MOVE
- button. When a unit is in FIRE mode, this button exits and returns it to the
- default MOVE mode.
-
-
- FIRE Keyboard: F
- ~~~~
- The gunsight icon begins FIRE mode if a unit is selected. This changes the
- cursor to a gunsight, and brings up a sub-menu in the mini-map window (all
- the sub-menus appear here).
-
- The cursor can be moved in the same way that characters are moved around.
- When you've moved it over a target, select a type of shot from the menu,
- using the mouse, or one of the keyboard short-cuts:
-
- Aimed shot Keyboard: A Actions needed: varies
- ~~~~~~~~~~
- Fires an aimed shot towards the gunsight. The number of
- action points needed is shown.
-
- Fast shot Keyboard: F Actions needed: varies
- ~~~~~~~~~
- Fires a fast shot towards the gunsight. Actions needed vary
- according to the weapon you're using.
-
- A Fast shot requires only 2/3 of the action points needed
- for an Aimed shot, but has only 2/3 the chance of being
- accurate. This doesn't sound very inaccurate, but in practice
- you'll find it's more than enough to miss rather a lot!
-
- Throw Grenade Keyboard : G Actions needed: 6
- ~~~~~~~~~~~~~
- If a character has a grenade, throw one toward the cursor.
- The cost is always 6 actions.
-
- Grenades have several special properties. Naturally, they are
- explosive, but where a shot will be stopped by a window, a
- grenade will continue through it. Where a shot will hit a desk
- or other piece of furniture, a grenade can be chucked over it.
- Where a shot will hit a character between you and your target,
- a grenade can be thrown past them. Grenades will always head
- towards where you threw them - there is no such thing as an
- off-target grenade.
-
- There is a downside to this. Grenades are not the Ultimate
- Weapon! A grenade can only be thrown a finite distance, unlike
- the other weapons which have no maximum range. A very strong
- character, such as a Battle Droid, can throw one maybe 15
- squares (think of this as about 30 metres). An average human
- can manage about 10 squares. They are also expensive for a one
- shot weapon.
-
- Load Weapon Keyboard: L Actions needed: varies
- ~~~~~~~~~~~
- Assuming you have any ammo, this loads your current weapon.
- Actions needed vary according to the weapon you have.
-
- Weapons are divided into 2 basic categories: explosive and non-explosive.
- Explosive weapons kill outright, unless the target is incredibly tough. They
- also affect the environment around the target, eg. walls may be knocked
- down, windows smashed, other units injured, volatile substances ignited
- etc. They are very powerful, and you'll probably find that they're priced
- accordingly!
-
- Non-explosive weapons, the majority, simply damage characters. Armour worn
- by a character affects how much damage they sustain. Beware of firing any
- type of weapon near things like oil drums, petrol tanks, ammo crates etc.
- Even non-explosive weapons set them off! Windows, too, can be smashed by
- any type of weapon.
-
- Hand-to-hand weapons are also available, though the only one available in
- the three included scenarios is the Laser Knife. These are used purely for
- hand-to-hand combat.
-
- This type of combat is initiated during a character's movement, by walking
- into an enemy unit. The attacker always has the advantage, but if the enemy
- is strong and skilful, it is possible for the aggressor to be injured rather
- than his target. You always have to be careful during hand-to-hand combat!
- If possible, make sure your enemy is less suited to it than you.
-
-
- CENTRE VIEW Keyboard: C
- ~~~~~~~~~~~
- This button centres the view screen on the square currently occupied by the
- cursor. You can recognise it by its four inwardly-pointing arrows.
-
-
- OPTIONS MENU
- ~~~~~~~~~~~~
- Brings up a sub-menu in the mini-map screen.
-
- Which menu you get depends on whether you have a character currently
- selected or not. If you don't, you get the standard menu:
-
- Next Unit Keyboard: N
- ~~~~~~~~~
- Moves the view to the next selectable unit.
-
- Success Rate Keyboard: P
- ~~~~~~~~~~~~
- Each game is won on the destruction of all enemy units, or
- the accumulation of success points. You are always told when
- your success rating goes up, and in the documentation for
- each individual mission you should be told exactly what gets
- your success up. It can be reaching a particular place, or
- blowing it up, or killing a particular enemy. The game is won
- when you or your opponent has a 100% success rating.
-
- Anyway! This option shows your current rate in the message
- window.
-
- Turns Left Keyboard: T
- ~~~~~~~~~~
- Some missions have a time limit. Selecting this option
- shows you how long you've got left, or tells you
- "Unlimited time available".
-
- Save Game Keyboard: Shift-S
- ~~~~~~~~~
- This brings up a file selector. Choose the name you want
- to save the game as, and press RETURN or choose OK with the
- mouse. Each save game is approximately 10-12k long.
-
- A few notes on the AMOS file requestor: at first glance, it
- appears to have no buttons for "Parent" or to bring up a list
- of active drives and assigns. Actually, it can do both things,
- in its own cute but slightly eccentric way.
-
- To get to the parent of a directory, click on the tiny circle
- icon in the top-leftish corner, above the two microscopic
- arrows. To get a list of active drives, use the right mouse
- button.
-
- Load Game Keyboard: Shift-L
- ~~~~~~~~~
- Loads a game, via the same requestor as above.
-
- Quit Game Keyboard: Shift-Q
- ~~~~~~~~~
- Quits a game. There's no "Sure?" type warning, so make sure
- you really want to quit before you choose this!
-
- The other menu is called up when you have a character selected. It is from
- this menu that most of the interesting actions in the game can be accessed
- from.
-
- Inventory Keyboard: I
- ~~~~~~~~~
- Brings up a display of the items in your inventory. Space or
- selecting CANCEL quits (note: you can't select CANCEL if you
- called the inventory up via the keyboard. If you start an option
- with the keyboard, you can't use the mouse with it. This applies
- to all the options).
-
- Success Rate Keyboard: P
- ~~~~~~~~~~~~
- Shows your current success rate in the message window.
-
- Pick Up Keyboard: G Actions needed: 4
- ~~~~~~~
- Pick up something from the ground.
-
- When you've shot and killed an enemy, you can, if you like,
- stand over his body and unashamedly loot it. This is often
- an essential tactic! All's fair in love and war (although it's
- often considered rude if you kill someone and loot the corpse
- if love is concerned).
-
- Objects can also be lying around - they are usually well
- marked on the map by a chest, locker, load of objects scattered
- around etc. Just seeing what is in a square costs nothing. It's
- only if you actually get something that your actions are lowered.
-
- Drop Keyboard: D Actions needed: 4
- ~~~~
- Lets you drop an object from your inventory.
-
- Note: any weapon you drop will have its ammo reduced to 0.
- This is NOT a bug, it is a "feature". Although I admit, it's
- a pretty bloody stupid feature.
-
- Load Weapon Keyboard: L Actions needed: varies
- ~~~~~~~~~~~
- Loads your weapon, if you have any spare ammo.
-
- Change Weapon Keyboard: W Actions needed: 5
- ~~~~~~~~~~~~~
- If you have a weapon, this swaps your current weapon for one
- in your inventory (you choose it, of course). If you have no
- weapon, you choose one to use.
-
- Note: grenades and plastic explosives don't need to be held as
- weapons to be used, they just need to be in your inventory.
-
- Next
- ~~~~
- Flips to the next option screen.
-
- Open Door Keyboard: O Actions needed: 2
- ~~~~~~~~~
- Opens a door adjacent to you. If there is more than one, you
- can choose the correct one by clicking on the arrow pointing
- to the door.
-
- If you have to click on an arrow, you can use the keyboard
- instead: the keypad keys work like this:
-
- 7 8 9
- 4 6
- 1 2 3
-
- If you have an A600 without the keypad, you can use the normal
- number keys with the same effect.
-
- This technique works with all the menus with arrows to click
- on, such as Shut Door and Use Explosive (see later).
-
- If you're going to walk through a door, there's no need to open
- it first. Just walk into it, it'll open for you.
-
- Shut Door Keyboard: S Actions needed: 2
- ~~~~~~~~~
- Operates identically to "Open Door", except in one vital
- respect (it closes them).
-
- Teleport Keyboard: T Actions needed: 20
- ~~~~~~~~
- If you stand on a teleport, this option operates it. It uses
- a large amount of actions, as it's a bit draining to be split
- up into your component molecules and stuck back together
- several hundred metres away. Or so I've been told.
-
- Use Medikit Keyboard: M Actions needed: 8
- ~~~~~~~~~~~
- Medikits restore a unit to full health. If a character is
- injured, the injury is healed also.
-
- Of course, you need to possess a medikit to be able to use one.
-
- Prime Explosive Keyboard: X Actions needed: 6
- ~~~~~~~~~~~~~~~
- If you have any plastic explosive, this option allows you to
- set the timer on it. 1 turn means detonation at the end of
- this turn, 2 means at the end of the enemies' turn, 3 means at
- the end of your next turn, 4 means at the end of the enemies'
- next turn but one etc.
-
- Click on Increase or use the "+" key to increase, Decrease or
- the "-" key to reduce the time. The SPACE key or selecting
- OK finishes.
-
- Make sure you have enough actions to get rid of the explosive
- once you've set it!
-
- Use Explosive Keyboard: U Actions needed: 6
- ~~~~~~~~~~~~~
- Plants one bit of explosive you have primed. Click on an arrow
- to place it. Placing more explosive in one area does not
- increase the size of the explosion.
-
- Previous
- ~~~~~~~~
- Click on this to go back to the first option screen.
-
-
- REDRAW MAP
- ~~~~~~~~~~
- After you've finished with the Options menu, you may want to see the map
- again. This button carries this out.
-
-
- END TURN
- ~~~~~~~~
- The final button ends your turn, allowing the computer or Player 2 to have
- their go.
-
- ---
-
- That's the basic gameplay. There's room for a decent amount of strategy in
- there, and of course lots of explosions. I mean, let's get our priorities
- right.
-
-
- 5. ShareWare
- ~~~~~~~~~~~~
- As it says when you load the game, Act Of War is a SHAREWARE product,
- though I bet you don't need it shouted at you.
-
- AoW has taken me nearly four months of practically full-time effort to
- write. Assuming a professional programmer is paid £10K a year, I make that
- 3 grand you lot owe me!
-
- Don't worry, just joking.
-
- However, if you like the game, I would like a minimum of £5, which isn't
- too much really (better than £3000 anyway). If you *really* like the game,
- I'd very much appreciate it if you sent more. If you think it's commercial
- quality, you could send £10 or £15, or even more if you've got more money
- than sense. Of course, you get benefits yourself!
-
- A "donation" (polite word for payment) of £5 will get you a nice letter and
- a disk containing the mission editor, the latest version of the program and
- any extra missions I've got. £10 will get you a *very* nice letter, the
- mission editor disk, and the source code of the program (all 275K of it)
- on a second disk. If you send me more than £10, you'll get an unspeakably
- nice letter, all the above, and probably Christmas cards for life as well.
- In addition, I'll nominate you for "Best Supporting Actor" at next year's
- Academy Awards, and make sure your house is looked after when you go
- abroad. If you know what I mean.
-
- I'd like the money in either:
-
- A British cheque or postal order, or
- UK Pounds Sterling (cash) at your own risk.
-
- When I tried to cash some US cheques recently, I was told the minimum
- charge would be £10. So, it has to be UK currency I'm afraid, unless you
- make me an offer I can't refuse (like a $500 cheque, or your DAT player, or
- your sister).
-
- Now all you need to know is where to send the money!
-
- From now (September 1992) until June 1993, with gaps for Christmas and
- Easter, you can reach me at the following address:
-
- 98 Thornton Road,
- Morecambe,
- England
- LA4 5PJ
-
- During the gaps (approximately December 15th - January 15th, and March 15th
- - April 15th) and after June 1993, you can reach me at:
-
- 4 Cleveland View,
- South Bents,
- Sunderland
- England
- SR6 8AP
-
-
- 6. Updates
- ~~~~~~~~~~
- This is version 1.0 of the program (if it was a Mac program it would be
- version 1.0.0). I've tested it as much as possible, to the extent that I'm
- sick to death of it, so it should be as bug free as possible. If you
- find any bugs, or have any suggestions for a future version, please let
- me know when you register.
-
- There's no reason why I can't do a V2.0 of the game, so any suggestions
- will be gratefully received.
-
- The most fun part of the game is of course mission designing, so I'm working
- on a few more. I'll distribute these in a couple of ways:
-
- * Upload them to FTP sites.
-
- If you don't know what an FTP site is, you probably can't
- reach one! Basically, an FTP site is an on-line software
- library, usually allowing anonymous access. They can be reached
- over the Internet/JANET, so if you're at University you can
- probably use the mainframe to use them.
-
- My preferred sites are:
-
- amiga.physik.unizh.ch (130.60.80.80)
- wuarchive.wustl.edu (I forget the number)
-
- * When I've got another diskful, I'll send it to UK PD libraries.
-
- Hopefully, soon other people will be doing missions too, so if the game
- takes off you should be seeing a lot of missions eventually!
-
- Missions that I and others are working on at the minute:
-
- * Firefight - A fight in an ammo factory
- * Arena - Combat in an alien arena
- * Meltdown - Destroy a reactor, and escape before it blows
- * Supergun - Break into a complex and steal a new experimental
- weapon, then use it to get out
- * Zoo - Alien exhibits have escaped!
- * Haunted - Destroy a mansion populated by werewolves, vampires,
- ghouls... lots of silver bullets and stakes here!
- * Disney - You know as much as I do!
- * Fantasy - Wizards, elves, orcs etc.
-
- There's only one way to make sure the game takes off... register!
-
- As for my next project... does anyone remember a game called "Krakatoa" on
- the Spectrum? This was released in about 1983 or 84, it was reviewed in the
- first issue of Crash magazine anyway. It was stunning! You were this
- helicopter pilot, who had to protect a village and an oil tanker from a huge
- volcano. Also, there was an enemy who launched rocket attacks every so on.
-
- You could do all these brilliant things like bomb the oil tanker until some
- survivors jumped into a lifeboat, rescue them from the lifeboat, then fly
- them to the volcano and drop them in! This set off the volcano, which
- erupted all over this innocent little village, sending people running from
- their homes, ready to be rescued, or bombed, or landed on, or shot, or
- drowned, or dropped from a great height, or lowered into a volcano.
-
- It really was something else. Anyway, I'm planning to do a version of this.
- I don't know who the original authors were, but if you're by any chance
- reading this, let me know. And if you want to see a game like that on the
- Amiga, register for AoW so I have an incentive!
-
-
- 7. Acknowledgements
- ~~~~~~~~~~~~~~~~~~~
- It's impossible to do something like this entirely on your own, and so I've
- got a few people to thank.
-
- First, my girlfriend Louise for putting up with endless boring monologues on
- the difficulties of AI programming and the benefits of so many enormous guns
- when faced with a rampant Battle Droid.
-
- Gary Dietachmayer helped an enormous amount with the AI, without his
- brilliant ideas this may well have ended up two-player only. Oh, and he
- was incredibly patient with my useless terminal and its failed attempts at
- uploading files (not to mention the frequent mis-spelling of his name).
-
- Martyn Brown, of Team 17 Software, granted permission for me to use several
- samples from the brilliant game "Alien Breed". Listen out for that "Load
- Weapon" sound. Best sample I ever heard!
-
- Nigel Mansell for winning the British Grand Prix (never mind the World
- Championship), giving me a fantastic day out even if I did have to stand
- from 4am until 4pm to see it.
-
- This game was brought to you with the aid of:
-
- Bruce Springsteen - Just about everything
- REM - Out Of Time, Green
- Cyndi Lauper - She's so Unusual, Night to Remember
- Gerry Rafferty - Baker Street (what else?)
- The Eagles - Best Of
-
- Enough Coke to float a cruise liner (that's the drink, by the way)
-
- AMOS and Compiler, both versions 1.34, from Europress Software
- DPaint III
-
- Boredom staved off with Civilization, which also gave me the
- inspiration for the "Centre view" function and the keyboard
- shortcuts.
-
- And of course, inspiration by the fantastic Rebelstar / Laser
- Squad.
-
-
- 8. Various rubbish
- ~~~~~~~~~~~~~~~~~~
- If you're the sort of person who likes useless facts, you might be
- interested in this bit.
-
- * The source code for this program is 275K long.
- * Approximately 55K of this is sound and graphics data, the rest is
- just text.
- * It needs a 220K text buffer in the AMOS editor to load it all in.
- * The variable buffer is 150K! (The default is 4K)
- * AMOS takes 34 seconds, after pressing the "Run" button, to actually
- run the program. The delay occurs while it tests the code.
- * Saved as ASCII, it needs 95 sides of A4 to print it out.
- * The hardware setup I used consists of:
- Amiga A500+ with 2MB
- ICD IDE hard drive + interface
- External floppy
- * The program was begun on April 15th, and finished on September 1st,
- 1992.
-
-
- 9. Background information
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- As I mentioned at the start of this documentation, AoW is "in the tradition
- of" Rebelstar and Laser Squad. I understand that many people outside of
- England have never heard of either of these, so here's a bit of information
- on them.
-
- Both Rebelstar and Laser Squad were written by the same people, the man
- behind both being Julian Gollop. Rebelstar Raiders was the first game,
- released on the Spectrum around 1983-84, before being re-written and
- re-released as Rebelstar later on. This really was a fantastic game, way
- ahead of its time, with brilliant graphics and sound (well, for a machine
- with a built-in speaker *underneath*, the sound was good)! It was the first
- game I know of that used the "action points" system.
-
- Laser Squad followed a few years later, finally making it to the Amiga
- around 1989. This was still a brilliant game, and introduced the
- line-of-sight feature, the explosive weaponry and the concept of missions.
- However, for some reason it just didn't have the charm of its predecessor,
- or so I felt anyway.
-
- I understand that Julian is working on Laser Squad 2 at the minute. I hope
- this game not only fills the gap between LS 1 and 2, but stands on its own.
- I've tried to make it as original as possible, while still obviously being
- "strongly influenced" by the other games.
-
- Anyway, I think AoW has a lot to offer of its own, apart from the
- influences of these games. Most obviously is the mission editor... it's
- possible to do a lot more with this than you would think. Units don't have
- to be people, they can be Battlecars, fighter planes, nuclear missiles...
- The three missions here are all sci-fi scenarios, but there's no reason why
- they have to be. I know of someone who's doing fantasy scenarios. Special
- Forces (SAS, Green Berets) are a possibility, and I've heard an unconfirmed
- rumour that someone is working on a Disney mission! I always wanted to see
- what the Chipmonks could do with a rocket launcher.
-
- I have to mention Space Crusade by Gremlin here. That game has the honour of
- being the reason I wrote this. The game is OK, but I couldn't help comparing
- it to Laser Squad. It contains several things I hate:
-
- * Completely random death ("AutoDefences"... aargh!)
-
- * You can stand right next to an enemy, shoot him with, like,
- a huge Autocannon, and miss him! How realistic. It wasn't
- just that, it's the way that the shot doesn't hit anything
- else, it just disappears if it misses the assigned target.
- Ironically, you can still miss someone from right next to them
- in this game, but at least it's
- a) unlikely, and
- b) fun when the shot hits his team member next to him!
-
- * Randomly-appearing aliens. You get the feeling that, as the
- game realises it's losing, it just rolls up another alien
- to throw at you.
-
- These features are all the result of the game being a conversion of a
- boardgame, it's inherently limited. It's still a decent game, though I think
- the random deaths spoil it.
-
-
- 10. The End
- ~~~~~~~~~~~
- Wow! You didn't read all that rubbish, did you? You're dedicated! Or very
- bored.
-
- I always like doc files that rabbit on, like Jeff Minter's epics. I suppose
- it sort of gives you an insight into the person that wrote the thing, rather
- than the "Press Z to go left" sort of file.
-
- I'm going to stop here before I put the last of the audience to sleep!
-
- Thanks for taking the trouble to look at the game, I hope you like it. I
- wrote it rather than get a job over the summer, so somebody better
- appreciate it!
-
- Feel free to spread AoW around as much as you like - it's in the Public
- Domain, though I keep the copyright. Upload it to bulletin boards, send it
- abroad, copy it for your friends.
-
- Play the game, and get your chequebook out!
-
- ---
-
- Dave Smith
-
- 2.49 pm
- September 1st 1992
-