Games
From Mgi
This page is to document games that I have written over time. Mainly just for my own enjoyment, but eh.
Contents |
Well developed
These games had a lot of time spent on their development. There are multiple levels, or at least one large level, or they have a well-developed engine behind them.
Foundation games
There is a separate page dedicated to the Foundation games that I wrote.
STAR
A scrolling space shootem-up game. Had lots of things - shields, homing missiles (that would hit other objects if they got in the way), ruthless enemies, asteroids and much more. Heaps of fun!
SHOOTEM
This game was actually called Callistan Fighter and was a space shooter (vertical-scroller). You could shoot asteroids and ships, and they had some sort of AI. There were three ships you could choose from, but you had to buy them (I think you earned money in the levels). It was one of the first real games I wrote in C.
PLATFORM
Another platformer, one of my last in Pascal. It was meant to be the same as the other Dr. Kerny game, but the story wasn't actually developed beyond the executable being called DRKERNY.EXE. It was a scroller, and had a lot of cool stuff - more primitive AI, a menu system, help system, lots of animated sprites, various effects and you could die AND destroy stuff using the gun!
PACMAN
This is my version of Pacman. You can't die, and it doesn't go to the next level when you get all the dots. There is a "word" mode, where you have to find the letters to a word in order.
ISO
This was one of the last games I wrote in Pascal. It was meant to be similar to Command and Conquer, with a different storyline. The story had something to do with greenies ("rebels") attacking military bases, and you could play either side. I hadn't done much of the story development, only the technical stuff. You selected a unit and could move it using the arrow keys.
HEDGEM
This was a maze game, set in a hedge maze. It was surprisingly epic - I had written about 30 screens and 7 bonus screens. Possibly more, I'd have to play the whole game to find out. Lots of fun to write and play!
CAR
I believe this was around the time that GTA had first come out - so naturally I wanted to make my own top-down car game. This one allowed you to choose five cars (as shown) and you could drive around a single map (I think I also made a map editor). The trees hade a fake parallax effect, but the graphics were pretty crude to say the least. The map (visible on the bottom right) was translucent. The funny yellow dot thing is a bullet - you could shoot (although there was nothing to destroy yet).
DRKERNY
I used to write a game on my old Microbee in BASIC called Dr. Kerny. The aim was to rescue a guy called Dr. Kerny, and some other stuff. I can't really remember. This is probably one of the first colour graphics games I wrote on the PC - definitely my first platform game. It was screen based (it didn't scroll). There were bad guys, but they couldn't hurt you.
Moderately developed
These games have had a bit more work put into them, where they're at a stage that they could be demonstrated to someone. Note that this doesn't necessarily mean they are good!
BRICK
This is a brickball-type game. Pretty self-explanatory. It was a bit difficult to control actually as the paddle had an acceleration and didn't just move in the direction of the keys. The paddle would slow down when the key was let go, and speed up when pressed.
C
This was meant to be a "columns" game (like on the Sega Megadrive). I don't think I put very much time into it, and it's a bit buggy. But the idea is there.
LEGO
From the days when I regularly played with Lego (as opposed to now, when it's irregularly) I liked laying out the roads before setting it all up. I wrote this simple program to graphically lay them out. For its purpose, it was a finished program, since I didn't need anything except a layout (which you did SimCity-style).
TETRIS and SIRTET
A couple of tetris games I wrote (one in text mode).
Scantily developed
These games didn't get very far. Probably just a concept, or testing out an idea. Maybe I had no time, maybe I just didn't know how to do it. Either way, they're usually pretty unplayable and you can't actually "do" anything.
ADV
I think I had been playing a lot of Hero's Quest (also known as Quest for Glory), Space Quest, and Leisure Suit Larry, and I wanted to make my own adventure game. Not really much of an attempt.
DEF
This was meant to be a remake of a game I had on my Microbee called Defender. I think there's a similar PC game. The aim was to shoot aliens and rescue humans from the terrain below. All I ended up doing was the terrain generation (the number at the top is the offset in pixels from the origin).
LINEWARS
A simple Linewars implementation. Nowhere near finished.









































