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paccysup txt

Guest on 30th June 2022 03:40:06 PM

  1. Supplemental notes for Paccy
  2. ============================
  3.  
  4. Paccy was written as a programming exercise.  Unfortunately, late on in
  5. development it became apparant that adding more code to the program was
  6. slowing the whole program down, just by the size of the code.
  7.  
  8. I moved a few routines around so that they were closer to related
  9. routines.  This caused the jumps around the program to lessen, and
  10. sped the whole thing up slightly.
  11.  
  12. If you notice any slowdown in the game, please try to tie it down to a
  13. certain event or part of the game and email me at marc.gale@ntlworld.com
  14. so that I can address the issue.
  15.  
  16. A few features that I added, but had to remove due to this slowdown
  17. included:
  18.  
  19.  o - Animated High Score table
  20.  o - Fading status message showing the bonus points given for stealing
  21.      a cloak from a ghost (200, 400, 800, 1600)
  22.  o - An options screen allowing the player to customise the game with
  23.      options such as altering the AI for each ghost, setting the starting
  24.      map, whether the maps should cycle in sequence, or be chosen randomly.
  25.  
  26. Ghost AI
  27. ========
  28.  
  29. Paccy has four seperate AI, one for each ghost.  The ghosts and their AI
  30. are detailed below.
  31.  
  32. Red    : Aggressor   : Takes most direct route to player
  33. Purple : Interceptor : Take most direct route to junction player is heading towards
  34. Blue   : Loiterer    : Hangs around the central portion of the maze
  35. Orange : Roamer      : Ambles around without any real purpose
  36.  
  37. Only the Red and Purple ghosts will hit the player intentionally.  The other two
  38. ghosts will only hit the player by accident.
  39.  
  40. Designing Maps
  41. ==============
  42.  
  43. Paccy works from very simple map designs, and makes them more interesting as it
  44. processes them.  The simple map design means that they can be modified and added
  45. to very easily.
  46.  
  47. A route overlay is also created for the ghosts to follow.  Again, this is done from
  48. the basic level design, so the level designer doesn't have to worry about it.
  49.  
  50. Every map is 28 squares along by 31 squares high.  If an edge square is an empty
  51. space, it is treated as a tunnel to the other side.  Make sure that there is a
  52. matching empty square on the other side of the map.
  53.  
  54. When designing a map, use the following symbols.
  55.  
  56. % : solid wall
  57. . : yellow dot
  58. o : power pill
  59. C : Paccy start square
  60.   : Blank square (space)
  61. - : Door to ghost home
  62. 5 : Ghost 1 home square
  63. 6 : Ghost 2 home square
  64. 7 : Ghost 3 home square
  65. 8 : Ghost 4 home square
  66.  
  67. Ghost homes can be placed wherever you like, but the doors into them have to be
  68. horizontal if you want it to look nice.  I didn't add the vertical doors.  Maybe
  69. in a later version...
  70.  
  71. If you add a new map, make sure you increase the maxlevels value at the start of the
  72. initialise procedure.
  73.  
  74. Wrapping Up
  75. ===========
  76.  
  77. I'm quite disappointed that I couldn't add more to Paccy without the speed suffering.
  78.  
  79. At least in it's current guise, the game remains playable.  Have fun with it.
  80.  
  81. Marc Gale
  82. (Xalthorn)

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