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1993-09-09
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3KB
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64 lines
@f @3
~ In The Making ~
@2
By Lee Bamber
@1
As you will soon discover, I am an AMOS coder with a passion for
invention. I have programmed AMOS for over three years and have
found it a worthy tool for the implementation of ideas. AMOS has
no tangable limits. Some technical limits exist, but these are all
in contrast to other languages. If your coding prowless is good
enough, and you know AMOS, you'll eventually get the results you
want. I certainly do.
I am the author of the recently released, 'Relics of Deldroneye'.
The project was intended for commercial release, for at the time
of it's initial design, only a handful of Arcade Adventures where
available. 4/5 months into the design/early test coding, my quest
to show everyone what a BASIC could do, was thwarted. Adventures
started to appear that I simply could not contend with. Games that
would involve a huge development team, graphic artists, sound tecs
and musicians. No matter how determined, it was beyond reason for
one person, while attending a university 30 miles away every day,
to beat them at their own game.
Modesty aside, I am a good AMOS coder. And it will be difficult
for me to write on something I have already come to terms with and
taken for granted. So at the very least, my articles are aimed
toward people who can write simple routines unaided. My hope here
is not to show you how to program something in AMOS. I'll leave
that to more able would-be journalists. My field is games coding.
I've written shoot'em'ups, puzzlers, strategy games, platformers,
isometric games and now my first adventure game. If I can, I'd
very much like to share what I've learned. I'd like to be modest
and say it's not much, but it is.
This issue, I'll be delving into the mirky waters of fantasy. In
a vessel of mystery, we shall venture beyond the approaching light
and warm to it's harmonies. For the land we approach is a land of
adventure. Arcade Adventures to be precise.
As you will find out, I don't do things by half. The article will
take you through every aspect of arcade adventure design. It will
give you routine examples for the code-minded amongst you. It'll
cover problems you will encounter and techniques to handle them. I
have also made many references to techniques that can be used for
games other that adventures(see the footnote paragraphs).
As AMOSZINE is bi-monthly, you'll have more than enough time to
contact me before my next article. I'm thinking about covering
the strategy genre. If you've created a strategy game that uses
technique(s) of your own design, let me know. At the very least,
you'll be getting your name in and a free plug for your game!
@3
Write to: Lee Bamber,
'Rockville',
Warrington Road,
Lower Ince,
Wigan,
Lancashire, WN3 4QG.
@2
PS. A free Digital Ninja information sheet to the first 6 billion.