Difference between revisions of "Writing Adventure Games on the Amstrad CPC 464 / CPC 664"

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|Title:|| '''Writing Adventure Games on the Amstrad'''
 
|Title:|| '''Writing Adventure Games on the Amstrad'''
 
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|Authors:|| Mike Lewis & Simon Price
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|Authors:|| Mike Lewis - Simon Price
 
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|Publiser:|| Melbourne House
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|Publisher:|| [[Melbourne House]]
 
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|Year:|| 1985
 
|Year:|| 1985

Latest revision as of 13:25, 15 December 2010

Frontpage


Information

Title: Writing Adventure Games on the Amstrad
Authors: Mike Lewis - Simon Price
Publisher: Melbourne House
Year: 1985
Pages: 169
ISBN: 0-86161-196-9

Contents


Section 1 - Adventure Games.

01 - Introduction.
02 - History of Adventure Games.
03 - Plotting an Adventure Game.
04 - The Structural Elements of an Adventure Game.
05 - Saving Space.

Section 2 - The Adventure Kernel.

06 - What is Aks?.
07 - Actions in Aks.
08 - Triggers in Aks.
09 - Locations, Objects and Events in Aks.
10 - Expressions in Aks.

Section 3 - Implementing Aks on the Amstrad.

11 - Programming Technique.
12 - Structural Overview of Aks.
13 - Implementing the Expression Evaluator.
14 - Extending Aks.

Section 4 - Witch Hunt - An Example Scenario.

15 - Witch Hunt Plot and Design.
16 - Breakdown of Witch Hunt.

Appendix A1 - Listing of Aks and Witch Hunt.
Appendix A2 - Aks Chexsum.

Appendix B - Bibliography.