Pollyanna's Goatee











{Thursday 22nd October '09}   glass_castle

Keys:
↑ : thrust
← : rotate ship left
→ : rotate ship right
space : fire

⌘R : reset game


Ages ago, iDevGames.com held the 21 Days Later : Vectorized contest, a contest to – unsurprisingly – develop in twenty-one days a game making use of only vector graphics; I had several original concepts planned for the contest, but wasted precious time before I accepted that none of those concepts could be completed within the time-limit; instead, I decided to develop glass_castle, a clone of Star Castle (which I was introduced to by its clone, Cyclone, on the Apple Performa 460); unfortunately, I wasn’t able to complete development of glass_castle by the deadline of the contest, although I had developed three playable prototypes of increasing complexity and completeness.

Now, just a few years later than the deadline of the contest, I’m releasing the third and last of those prototypes – glass_castle {video|source code & compiled:Mac OS X}, a quick-and-dirty clone of Star Castle – to the public. Probably to the ridicule of the public. But to the public nonetheless. The major feature missing from this, the most complex and complete of those prototypes, is an increasing difficulty level: the prototype will begin playing at a predefined difficulty level, and continue playing at that predefined difficulty level no matter how high the level increases; it would be the work of maybe half an hour to implement an increasing difficulty level, but that’s half an hour I’m not willing to spend…

glass_castle was developed on an Apple iMac DV (Summer 2000) in C++ using SDL*, OpenGL, and sealfin*, compiled with Apple Xcode 1.1.



{Saturday 26th September '09}   gun_dance

Keys:
↑ : thrust
← : rotate ship left
→ : rotate ship right
C : fire light gun
X : fire heavy gun
Z : fire missile
(You only have two, and only one missile per ship may be on screen at a time.)

⌘R : reset game

(If you’d like to watch two AI-controlled ships duel, change the line .human="no" to .human="yes" in the file main.hll.)


Ages ago, iDevGames.com held the 21 Days Later : Vectorized contest, a contest to – unsurprisingly – develop in twenty-one days a game making use of only vector graphics; I had several original concepts planned for the contest, but wasted precious time before I accepted that none of those concepts could be completed within the time-limit; instead, I decided to develop glass_castle, a clone of Star Castle (which I was introduced to by its clone, Cyclone, on the Apple Performa 460); unfortunately, I wasn’t able to complete development of glass_castle by the deadline of the contest, although I had developed three playable prototypes of increasing complexity and completeness.

Now, just a few years later than the deadline of the contest, I’m releasing the second of those prototypes – gun_dance {video|source code & compiled:Mac OS X}, a quick-and-dirty duel between a Human- and an AI-controlled ship in an Asteroids-like environment – to the public. Probably to the ridicule of the public. But to the public nonetheless.

The AI is simple-and-quick-and-dirty and will…

  1. Check whether it is too close for comfort to an asteroid (if so, it will turn to face away from the asteroid and thrust); if it isn’t, it will…
  2. Check whether its opponent has launched a missile (if so, it will turn to face the missile and fire whatever guns the missile is in range of); if they haven’t, it will…
  3. Turn to face its opponent, firing whatever guns its opponent is in range of (and launching a missile if its opponent is in range of the heavy gun – why I implemented that condition I don’t know…), otherwise thrusting towards its opponent if its opponent is not in range of any guns.

It would be the work of a few minutes to implement controls for a second Human-controlled ship, or to implement more than two opponents; but those are minutes I’m not willing to spend…

gun_dance was developed on an Apple iMac DV (Summer 2000) in C++ using SDL*, OpenGL, and sealfin*, compiled with Apple Xcode 1.1.



{Friday 11th September '09}   rocks.in.space

Keys:
↑ : thrust
← : rotate ship left
→ : rotate ship right
space : fire

⌘R : reset game


Ages ago, iDevGames.com held the 21 Days Later : Vectorized contest, a contest to – unsurprisingly – develop in twenty-one days a game making use of only vector graphics; I had several original concepts planned for the contest, but wasted precious time before I accepted that none of those concepts could be completed within the time-limit; instead, I decided to develop glass_castle, a clone of Star Castle (which I was introduced to by its clone, Cyclone, on the Apple Performa 460); unfortunately, I wasn’t able to complete development of glass_castle by the deadline of the contest, although I had developed three playable prototypes of increasing complexity and completeness.

Now, just a few years later than the deadline of the contest, I’m releasing the first of those prototypes – rocks.in.space {source code & compiled:Mac OS X}, a quick-and-dirty clone of Asteroids – to the public. Probably to the ridicule of the public. But to the public nonetheless.

rocks.in.space was developed on an Apple iMac DV (Summer 2000) in C++ using SDL*, OpenGL, and sealfin*, compiled with Apple Xcode 1.1.



et cetera
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