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Kripto

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Posts posted by Kripto


  1. The excellent Adventure 2 for 5200, while 2D, often calls on a kind of 'forced-perspective' in its' graphics, which brings it near to being the third person view, so that's kind of 'been done' already.

     

    I've been playing the current Adventure 2000 prototype and enjoying it quite a bit, even in its' unfinished state, so I don't think anyone should really be concerned the first person perspective ruining game play. That viewpoint, after all, is what this adaptation is all about.


  2. What's your plan for handling the curious map discontinuities, limited visibility of enemies, and the highly-directional nature of the bridge? Having the map subdivided into regions with sight-proof walls would be annoying, but perhaps having translucent walls between rooms might work okay (no need for fancy alpha-blending; just apply a grayer color to any walls outside the current room), and don't draw objects outside the current room.

     

    As for map discontinuities, I guess the thing to do would be to draw rooms as though approached via the walls through which one is looking. That should allow for map navigation to "feel" right even if things don't, in fact, make sense spatially.

     

     

     

    In regards to the spatial irrationalities of the various mazes, etc- I have an extremely convoluted plan which would actually create 'ghost' duplicates of walls and items so as to give the player the impression that they are wrapping around the screen (where that would be appropriate) when in fact, they would be seamlessly teleported on route...

     

    I do, however, want to get something released within this millennium, so the initial world has been set up in an alternate solution that I believe players will enjoy (Sorry to be so tight-lipped. Remember the last page of every Coleco Cartridges' manual that mentioned "The Fun Of Discovery"? It's something like that. I think players will enjoy it much more if they don't know everything.)

     

    The nature of the bridge has also been fundamentally changed for the time being. I am going to keep its' new mode of operation a secret as well, for players to experiment with and explore. I contemplated setting it up so that collision detection would be off for all objects in the bridges' 'portal' and may still do this. For it to work on every wall in the game would still require something akin to the 'ghost duplicates' solution though, so that won't be seen in near-term versions of the game.

     

    Dragon and Bat animations and AI are up next. :)


  3. In relation to other three dimensional adaptations of Adventure. These are the ones I know of-

     

    -AA member Gregory DC created an Adventure-themed map for Quake 3. Excellent design and visuals. Unfortunately it would have had to have been an extensive MOD to actually implement the game play elements of the original Adventure, so it does not have active dragons, moving bat , working items, etc. Excellent for death-match, the thread for this map can be found HERE

     

     

    -AA member Gorf has done preliminary work on 'Adventure 3D' for the Jaguar system but has stated that he does not intend to release it due to intellectual property concerns. The screenshot he posted looks great and features a new design of dragon which can fly over the Adventure world. The screenshot and his comments on it can be seen HERE

     

     

    Does anyone know of any other 3D versions of Adventure? I know that there are several Flash implementations of the original 2D game on the web, and that Warren Robinett has the original ROM available for download from his site, so I am hoping that the current property owners will see this as the not-for-profit fan homage that it is.


  4. // Just wanted to edit this topic and point everybody to the playable Alpha version at This web location

     

    You'll need the newest version of the Unity 3D player installed. (The page will direct you there is you don't have it). There is no sound and getting eaten by dragons is a challenge, also some objects are not fully functional. The game IS playable though, and you can win. More Info can be found towards the end of this thread-

     

    Original post follows//

     

    Greetings All,

     

    Just wanted to officially announce that I'm currently developing a 100% free, fully playable version of the 2600 game Adventure, but experienced from a full 3D, first person perspective.

     

    It's pretty far in development and will be playable on-line in your browser, in addition to as a downloadable application for both Mac, PC and possibly iPhone. It includes all of the objects and enemies from the original Adventure in their original roles with some twists. More updates, screenshots and betas/release information to follow.

     

    post-1636-1207138380_thumb.jpg

     

     

    This shot is from a very primitive, graphics-wise, state of the game. No textures, no anti-aliasing yet, etc.

     

    Question- So do you guys think it would be better to keep the original smooth, solid colored walls, or should there be bricks, etc? Purist or no?


  5. Actually, All kidding aside, the screenshots above are from an actual, playable version of Adventure 2000 that I am currently working on. It is however NOT a Jaguar game (Sorry everybody) but you will in fact be able to play it for free shortly on your PC or Mac (it is in progress and pretty far along). I'll be announcing it 'for real' tomorrow (using my normal persona, i.e this one) in the homebrew section of this site.

     

    The idea behind Adventure 2000 is to actually make it look and feel like what Atari should (in my opinion) have released for the Jaguar. So, for example, most shading with be done with vertex colors instead of texture maps, etc. I may release a more 'dolled-up' version in the future after I wrap up some commercial projects I have lined up.

     

    Sorry for the April Fool's deception but I hadn't really announced yet, I have a very nice "TV Screen Effect" filter in PhotoShop, and just couldn't resist...

     

    Gorf- I would be interested in seeing some additional screens of Adventure 3D if you're cool with that (You posted one a while back). How far along are you with it? Do you have a functioning bridge and magnet? Those have been fun to code... :)


  6. Action Park is interesting in itself. Incredibly dangerous and a rite of passage for many a teenager during its' time...

     

    You can read more about it on Wiki. People died and it just chugged along.

     

    Every time I went there, someone in my party would get injured. Action indeed...


  7. It seems kind of fair that if you're going to come back from the dead, all the enemies should be able to as well. As to if this is good or bad for the player experience, that's another story...

     

    I loved this game and believe, with pretty much everyone else on the planet, that it's one of the best two or three games for Jag. The prototype for it was shown with some additional frames of animation and other improvements, but I guess they just couldn't fit it on the cart...


  8. There's a lot of useful information about using the Atari ST for midi on the Sound on Sound forum.

     

    There are many people who consider it a better midi computer than a PC or Mac. It's something to do with the ST's low/zero latency that improves the rhythm and timing of electronic drums and instruments.

     

    http://www.soundonsound.com/forum/postlist...amp;sb=5&o=

     

     

    It was true for a long time that the timing was better (I was a Mega ST/Creator user once upon a time). A modern machine with a pro-level interface (i.e. Emagic Unitor, etc) will match and/or beat the ST, due to MIDI time stamping) As far as internal synths, forget it. Even the most high-end hardware synths from the '80s hard significant delay on note triggering, getting worse with each additional voice needed simultaneously. Current software synths are sample-accurate on playback. No more timing smear!

     

    I will say that Creator was great in that it really helped you focus on the song as that there weren't a gazillion options to tweak, etc. Full recall of all settings and zero noise make it so i could never go back though...


  9. This is the way of the future. Games become easier for a single individual to create and often part of the dream is to create a physical, commercial product.

     

    I think we've seen a great deal more greed in relation to people finding one of a kind games and selling reproductions. That is producing money off of someone elses work, a far more morally questionable practice than creating a product from scratch for the purpose of sale.

     

    Also, there's a huge amount of psuedo-open source collaboration in the hacking scene here.


  10. Lego Adventure?

     

     

    No, but that is an interesting idea.

     

    First step is going to be re-creating Adventure's game play in 3D. I'm sure that many of you realize that this will be far from easy, requiring some major tricks for things like the bridge, spatially irrational mazes, etc. Not to mention dragons emerging through walls from behind you.

     

    I should have an on-line playable walk-through of the world in primitive form in a few days, then I'll start tweaking it, etc.

     

    I'll start by doing a straight forward 2600 style graphics meet 3D at first, and then 'doll it up' to be realistic or whatever weirdness I decide upon.

     

    post-1636-1205332071_thumb.jpg


  11. What a shame. All they really needed to do is look at the first and second games in the series and say "This is our blueprint".

     

    Fact of the matter is that this game studio has only used the Turok name, and has no actual connection to the original developers which made the early games.


  12. If Atari had made the game a straight-forward space shooter or something else which was easier to get a grasp on and took full advantage of the 3D capabilities, they would have had a possibly-legendary hit on their hands.

     

    As it is, the game can make a bad first impression in that the rules and goals are not clear and can be seen as less than exciting to little kids in the arcade.

     

    I wonder why they went for such a non-traditional concept? Extremely slow screen updates with too few polygons for a StarFox-type game?

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