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Assassins - Ultimate CD Games Collection 4
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Assassins 4 (1999)(Weird Science).iso
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divumex_demo.doc
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1992-09-02
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Divumex
1996-1997 By Claudio Mazzuco
Fidonet : 2:333/726.9
Internet: picard@marina.dei.unipd.it
kirk@maya.dei.unipd.it
This is a preview of a game I am being developing It's a vertical
shoot'em up, designed as a tribute to Xevious, a game produced by Namco
and Atari in the early 80s.
Being this a preview, there are many things missing that will be
introduced once finished. Many other improvements will be done (alien
behaviour, ship movement, sound effects and so on). Thus don't think the
game looks too primitive!
Many improvements have been made for this second demo,and I wish it to be
more amusing now. Obviously there still are many other things worth of
being added, and each suggestion by you will be willingly read.
DISCLAIMER
In my full consciousness I ensure this game to be a whole production of
mine. It has been redesigned from scratch. I do not own anything coming
from the original coinop besides a couple of photos. The demo you have
just downloaded tries to be as similar as possible to the original game
but there are also many differences (graphics, alien movement) that will
remain in the final version too, mainly because this is a *tribute*, and
in no way it will be any kind of porting.
Moreover, I didn't develop this game for money. Actually it is totally
freeware and you're free to do whatever you like, apart from modify or
hide the author name, or distribute without the document files as a
commercial product, in any support (disks, cds), Urban Mueller's AmiNet
collection being the only exception.
To demostrate that this is *not* a copy from the coin-op,i'm ready to put
at anyone's disposal all Divumex sources and graphic screens.
Finally, I won't be held responsible for any damage occurred by the
[mis]use of this program.Anyway it has been tested very carefully by many
people with different machines, and no problems have been found.
I would be really glad if anyone who have tried Divumex sends me comments
bugreports, or suggestions!
New Features
Here follows a "what's new in there" list. I won't mention the countless
minor ones, which are anyway noticeable while playing.
- The game area is twice as long. Now the demo runs for nearly 11 minutes
(if you ever manage to see it all without dying:) against the 5 minutes
of Demo #1. I'll further enlarge it anyway.
- Now there's a score and an high score. The points per enemy rates are
temporaneous and most probably they will be readjusted.
- Now the player has more than a single life.Previously the game ended as
soon as you were hit.
- I added more new graphics, trying to add a 3d effect with shadows,
embossing etc.I have to say that I'll heartily accept anybody willing to
help me drawing graphics, mainly because I don't feel I'm an artist, and
my drawings might have a poor quality.
Obviously your submissions must resemble Xevious and respect some
technical parameters which I'll promptly reveal to anybody interested.
- New enemies are present, both going by land and by air,and I even added
some unvisible enemies which yield 500 points each when hit. To find
them, just shoot when the crosshair turns red, not being any visible
enemy under it.
- Enemy movements are slightly more complex now: while the previous
version featured straightlined movements, now there are more smart
routines to accomplish them. For instance, some aliens suddenly start
moving after being still for a While, other ones attack you and then
quickly escape, other ones even try to avoid your bullets.
- Bullet movement is closer to reality. Enemy bullets always fly at the
same speed now, regardless to the distance between them and your ship.
- The Start Screen has been replaced by one painted by Andrea Doimo.
- Upon demand I removed the 'wait until disk activity ends' requester,
which was actually crashing under 1.3.If anybody knows how to implement
such a thing still keeping 1.3 compatibility, in assembly, then please
contact me.
Compatibility
This game requires Kick 2.0 at least. It has been successfully tested on
the following machines:
Amiga 1200 base
Amiga 1200 w/ fast ram
Amiga 3000
Amiga 4000
As said before,it worked well but this does not implies that this program
is free of bugs!
The game should work on 68k based machines too, there shouldn't be
any compatibility trouble; anyway it might be slower at times.
I couldn't test it on any graphics card and I fear it won't work there.
Anyway I'd really thank anybody who can do it for me.
I used Enforcer (by Michael Sinz) to check for suspicious memory
accesses, and none did happen.
In case of trouble, I'd really appreciate a rather exhaustive description
via E-Mail (or fidonet netmail). A message saying just "hey, it won't
work!" would be rather useless ;)
Warning
Divumex may be installed on your hard disk. Just note that it fully
disables the multitasking, so be careful there isn't any disk/serial
accesses while you run the program!
Game Rules
Fly. Shoot. Kill the aliens. That's all. :)
You have two weapons: air-to-air torpedoes and air-to-ground bombs. At
every click of the joystick button, the ship will shoot one of both, the
former going upwards,the latter ending on the cross-target drawn above
your ship.
You can kill more than one ground target with a single shot, just target
in the middle. Up to 4 objects can be hit!
When the blue cross target flies over a fireable object, it turns red.
At any time you can quit the game by clicking the left mouse button.
Tecnichal Notes
This game has been written in 100% assembly, and by now it's made of
nearly 11,000 source lines.
Maps and object trajectors have been realized with a stand-alone program
made just for that purpose :)
To Do List
Many things are still to be implemented yet, as pointed out before.I hope
to keep having enough time and will to accomplish it.
Anyway, being this a hobbyst and noprofit work, I can't guarantee that it
will SOON be 100%:I am stick to code only during my variable leisure time,
so please be patient.Moreover it's just me under all this stuff and as you
may guess, it's not easy, graphics being the hugest work.
Yet I promise to publish any new version, as long as major improvements
are operated.
What I *surely* add:
- Sound Effects (anybody having PD samples close to old Xevious' ones,
please get in touch with me)
- New enemies
- New graphics
- New kind of bullets
Finally, I'd like to render the object movement even better and
synchronize animations and shootings (if you ever notice, land domes open
and shoot in two different moments, and this shouldn't happen).
Many of you asked for a End Level Alien. I won't tell it possible right
now, for it may slow down the whole game, being a big object to be moved
on the screen. I'm going to fix the most needed things first, but who
knows?
Greetings
I'd like to thank the following people for their help:
(in alphabetical order)
Andrea Doimo - Betatesting, some graphics and many suggestions.
Cesare Di Mauro - ASM Help and advices.
Gabriele Favrin - Betatesting and Internet support.
Andrea Modenese - Betatesting.
Phalanx - Betatesting, translations of this file, and
support BBS
(Fugazi BBS - +39-41-5230927, modem 28.800, 24/24h)
Tommaso Palermo - Betatesting.
Enjoy Divumex!