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Re: Leadlight released officially after competing in IFComp 2010
In article
<bced048c-e299-44d4-8c0f-6cc6aac67ed7@r6g2000vbf.googlegroups.com>,
bloomer_au <bloomer@iprimus.com.au> wrote:
> Hi everyone,
>
> I can now make my own public announcement about the release of my
> Apple II horror text adventure game, Leadlight.
>
> The game just finished competing in the 2010 Interactive Fiction
> Competition. Players voted on as many of 26 entries as they could play
> within six weeks, during which time game authors were not allowed to
> publicly discuss their entries or those of other authors online -
> hence my own silence on it, and the fact that a few Apple II folks
> stumbled across it under their own steam in the meantime :)
>
> http://ifcomp.org/
>
> Leadlight placed 14th out of 26 with voters, and also won the Golden
> Banana of Discord for being the game which achieved the highest
> standard deviation amongst the scores it received. The game was
> obviously an anomaly amongst the 90% of entries written with the state
> of the art Inform system. The majority of people who'd never touched
> an Apple II before played Leadlight using ActiveGS, either through my
> website with the plugin or offline with the standalone app. That the
> game was still able to gather fans and pass almost half the Inform
> entries in placings was a great result.
>
> All the answers to those questions I've asked over the past year
> in .programmers about Apple II emulators, assembly or search routines,
> zero page locations, onerr behaviour and Prodos were put to use in the
> making of this game, so my thanks to everyone in Apple II land for
> their help in coding a game that was extraordinarily difficult to
> make.
>
> The game is derived from Eamon, and demonstrates many significant
> improvements on the Eamon engine, including:
>
> 1. Nouns can have synonyms
> 2. All objects and enemies can have at least two descriptions, one for
> their first appearance and others for when they are examined later.
> 3. The parser has an automatic disambiguation feature.
> 4. The parser zaps control and other unwanted characters.
> 5. In certain circumstances you can undo your last move. This does not
> use the STORE command and requires no disk access.
> 6. Multiple save slots and an autosave command.
>
> The game requires only an enhanced Apple IIe to run but will use the
> Apple IIGS's screen border colour features to signal certain game
> events.
>
> The game can run off either one 3.5 inch floppy or two 5.25 inch
> floppies, and is hard disk installable and Finder friendly (i.e. you
> can quit back to Prodos/GSOS - this is a feature I only worked on
> after input from the .programmers forum.)
>
> The game is presented as a complete package for the Apple II, with an
> illustrated PDF manual and a Scott Adams style hint sheet representing
> what you would have got in the box if it was a game you bought off the
> shelf.
>
> All of the artwork, instructions, background information and disk
> images for the game can be found on the website:
>
> http://leadlightgame.com
>
> I hope you guys enjoy it.
>
> -Wade
Now that is how a game should be done. Kudos! I am going to fire up my
IIGs and play this!
--
Poster
www.intaligo.com I6 libraries, doom metal, Building, Zegrothenus
sturmdrangif.wordpress.com Game development blog / IF commentary
Seasons: Q4 '11 -- One-man projects are prone to delays.