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Bioshock Demo for 48k spectrum (Text Adventure)


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I just released the Bioshock Demo for the 48k spectrum. The new version will have:



*music


*graphics (not in game, just border stuff)


*bigger areas and enemies



I hope the demo will suffice for now (go to my bioshock blog and look up Demo released)



it's relatively short (much of the ram was used for the REM statements to help new players familiarize themselves with the game)



most importantly, send me bug reports and i will fix the game if i can. I want constant feedback. I will release a 128 version sometime this year.


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I saw the image you posted, the BMP. Is that actual code from thw game? If so...well...it's gonna need a lot of work.

 

For one, you ask the player "Move?" With an Input statement but then go on to the next Print statement. After Line 52 where Atlas tells you about the Splicer in the room and you have to lure it out, Line 53 asks for a "Move". Now I coukd type type in "bananas" and I'd get the crowbar.

 

As it is right now, I'm looking at a visual novel and each "Move" input is a turn of the page. Was that the intention? Or is there an actual program to download and key in/transfer to a Spectrum?

 

Will each "room" be its own section of code? For example, lines 10-60 be the lighthouse, 70-110 the bathesphere, etc. ? If so, you will not only gobble memory like candy but your player's movements, inventory, etc will have to be keyed into each area over and over again. I dod this as a kid and it was a pain.

 

If this is the case, you can check out Usborne's old 1980's programming books At the bottom thete's a "How to

Write Your Own Adventure Programs" book. That will help you see how to make an adventure game with rooms and objects and commands tucked nicely into DATA statements. There's a bunch of rooms in the included game and it takes only 7K to 16K.

Edited by Gamemoose
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