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Re: Leadlight released officially after competing in IFComp 2010
On Nov 18, 12:28 am, bloomer_au <bloo...@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
I'll probably download the game and set it up to play on my GS or IIc
at some point in time. One question I have is this: Since you say this
is derived from Eamon is it possible for other people to write games
for this engine or is it a one time deal?
Dean