HOPEFULLY THIS WILL SERVE AS A REMINDER OF HOW THE GAME WAS WRITTEN AND ALSO BE A JOLLY GOOD LAUGH AFTERWARDS. SUNDAY 20TH MARCH - REWRITE Have just really started the game. i had done a few rough bobs on dpaint but nothing substancial. i have also cut them into an amos bank ready for use. MONDAY 21ST MARCH - REWRITE Gave kenz a ring and tried to srt out a few ideas and minor flaws i needed to iron out before i could start programming. we still agree on the idea of the game being ATIC ATAC based with a few new ideas for sub-games such as runing from the dogs and a keep kenz up the lamp post waggler game. its gonna be tough but fun writing this! After having another bash at amos i have written the basic areas of the walking about section (Main Game). i have also fine tne the map designer which seems to be running a treat. after talking to kenz we have decided to cut the in-room objects to one so that its not too cluttered. I have managed to join the monster moving routine to the man walking routine and provided basic collision detection. it resembles a top down scrolly now! TUESDAY 22ND MARCH have spoken to kenz again after coming across a few niggly problems regarding the in game objects. we decided on monday to make it so that you had to give the appropriate object the the correct person. what i was going to have a problem with is that the object would have to be stored in a dimension thus rubbishing out a whopping chunk of ram (NOT WISE!) so we have now decided to limit the action to one person and object per level thus giving each level a task. The game has now been bunged together and variable conflictions sorted. and you can now wander about through rooms with the correct stuff in each room. LATE ENTRY - You can now only go through doors if you carry the correct key and when you do they stay open so you know where youve been. YYYYYYYYYYYEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!! WEDNESDAY 23RD MARCH Have only spent about about 1 hour on the game today, But have managed to insert the beginning and end room option. so now if you go to the room containing the givable item and them into the endroom it ends the game! THURSDAY 24TH MARCH Have recieved GFX from kenz. Mostly Great but a they need cutting down to go into the game from 10 frames to 5 and also i need to change the direction control routine to incorporate the left right front back design. have also isnerted new door graphics into the map designer. hope to do the same to the main game tommorow. designed a few baddies myself. hope kenz likes em. FRIDAY 25TH MARCH REWRITE Sorted Out Main Game Basically The First Level Is Running, I Have Decided to make each level a separate file and the scores are saved to RAM: it really is coming together quite fast considering what type of game it is. i have basically worn out my ideas though, until kenz gets here i cannot do anymore to it. i may work on an intro of some description while i await his call. SATURDAY 26TH MARCH REWITE Have done a basic intro, planet and looming baddie craft. i grabbed the craft from 2010, and the plaent ws from some space documentary. i have kept all of the graphics at a 16 colour limit. besides the fact the files are minute it is very is to add bobs over the top.(BIT TECHY THERE!) Anyway Gonna ring Kenz again today to try and speed up thing a little. SUNDAY 27TH MARCH REWITE have done some more of the intro and fine tuned the first map due to a key and door bug. kenz rang and said he would come over. GREAT - FEEDBACK! Kenz has been and gone and i got nothing but praise and awe from the 2 progs nice to see someone appreciates your hard work. there were comments such as "Oh, VERY PSYGNOSIS!" and "Slightly Commercial Standard!" so i am pleased MONDAY 28TH MARCH Have basically Finished the intro, it requires Sound and the big blob bob (PHEW) will maybe need changing. but apart from that its great, oh i must use inter-scene text like "AN MDR PRODUCTION" ETC! LATE ENTRY - MAJOR BALLS UP! I HAVE JUST LOST HALF THE BLEEDIN FILES - AAARRRSSSEEE!!!!!! I CAN RECOVER THEM SO NOT MUCH OF A REAL PANIC! KNACKERZ! TUESDAY - 29TH MARCH have just added the sounds to the intro, sounds great. have compiled the whole lot and it runs a treat. just have to have an sfx dir inside the main dir for sounds. no probs though. had a problem with ram but the compiled file doesnt require the amos editor and thus revives all the ram again. i am very pleased with tonights work. LATE ENTRY - MANAGED TO GET BACK EVERY FILE! (PHEW) WEDNESDAY - 30TH MARCH Finished off the intro today, had a major problem with ram again, i dont think this intro will run without at least 1Mb of CHIP ram. anyway i have created 2 dirs inside the xmas dir i have gfx and sfx for the various pics and sounds. in the end i had to split the sound file and load the chomp sound afterwards. starnge how a small 4k demo can swallow up over 512k of chip ram! i may well be making some level maps later. i dont know yet. but as soon as they ar done i will be starting on the subgames. we maybe having the same gfx for each level but we may, disk space allowing , have different baddies and sounds for each level. not bad if it works. but finally i have someting to show for 2 weeks work. well only 3 days for the intro isuppose, but hey, whos counting, well i am, oh, bother. never mind. as to when the whole game will be finished, i dunno, maybe by the end of next month, hopefully before. we will need 10 yes 10 Tiny modules for the game. 1 for each level. and i must start grabbing the single frames from the video so i can put them onto the object room and person rooms. TUESDAY - 5TH APRIL Havent filled in the diary for the past few days. basically ive finished programming at around 5 minutes to midnight and had to put the bbs on and of course not had time to type anthing up. anyway i will hopefully cover everything that has gone on since last time. firstly the 10 tiny module has been scrapped, we fear that feekzoid cannot do a module under about 8 meg! i have got the new gfx from kenz. havent cut them out yet but i have put all the food items and the level ending object is going to be the same, well what i mean is i will make it cut a new pic into the same bob space. should be easy enough to do and it should make the gfx bank that bit smaller. kenz has refined the intro pictures and spelt feekzoid properly! i have also made the baddies only disappear when they hit the player. the score panel is in and needs a little adjustment. oh god, points of view is on, AaAaAarrrrRRrRrgGGggGgHhHhHh!!!!!!!! anyway back to it, not much else done that i can remember anyway bye for now. THURSDAY - 7TH APRIL Dont know where wednesday went, im sure it happened but i cannot remember a thing about it, strange huh! anyway i have just fixed the score panel and it looks great now. erm, i have now started to rewite tiny parts of it so the game is more "multi level" freindly. it now reads a pic called 1.eop which is the end object pic and it cuts that image into the bob image number 116. it also reads the level related map instead of just reading the simple 3x3 map. the "touch the teleporter" option is included, so you must touch the end teleporter to finish the level, also the ram file is working. it reads the player info, level no., score and lives. anyway bye for now. SATURDAY - 16TH APRIL (MASSIVE GAP!) Have Decided the game is just too darn big! we have cut the maps to 5x5 locations which is a total of 25 rooms per level. thats 250 locations in the game, not bad really. i have now fine tuned the intro, the fades are slower and the blob is now bouncing into the house at the end. i havent really spent much on the game these past few days but it should pick up now the maps have been sorted. just gotta design the damn things now! ho hum. FRIDAY - 13TH MAY (EVEN MASSIVER GAP!?!?!) Well after a long gap (nearly a month) the game has come on quite a lot. 2 sub games have been written mind you one needs a little attention to it. the 2 games are the running from the dogs and the cushion fight which it the onethat needs the attention. we have decided to change the doors and keys and room backdrops for EVERY LEVEL that is now making the game very varied indeed. i have not done much to the game in fact the two subgames were written in about a day. Oh i have a massive arm ache. i clunked it at work and it hurts like hell when i move it. i know i wont move it! anyway, the basic level progression is this: 1)in house (housey) 2)in another part of the house (housey) 3)gardens (grassy) 4)gardens (grassy) 5)eev (minor tech) 6)eev (minor tech) 7)blob mothership (techy) 8)blob mothership (techy) 9)blob holding (bit gigier) 10)Main Blob Holding (Very Gigier) there, thats them, i have a few ideas for more subgames, a speedy video repair ie strip it down and put it back again. perhaps a war of the planes and a shop where you buy various item and burn them all. we have been talking about me making a cameo appearance, i think as a shop keeper would be nice! anyway Bye for now....... WEDNESDAY - 1ST JUNE Ho, Hum..... The game has stopped. basically ive done nothing to it apart from the cushions fight subgame, it needed fine tuning, ive put back in the throwing back bit. ive got to sort the samples in a bit. things have just gone stale (game wise i mean). i have just run out of ideas. wned on having another 3 subgames, but i cannot really come up with anything. kanz is supposed to be coming over soon but i dont know when. oh well its bloody hot today. ile finished this off. THURSDAY - 14TH JULY (WORLD RECORD FOR DIARY GAPS!) Right well, the game has been slowly chugging along with a few changes and a few overhauls. the first thing is im writing this on my holidays in cornwall! yep mat takes his computer onhis hols. well a loverly relaxing atmos with not a care in the world, just sit back on those boring evenings and code away. anyway ive written the next few subgames ie. water fight and ufo dodge. the ideas came flodding after a trip to kenz's. the last game (the blob fight) is programmed but the ideas are still up in the air. anyway you'le like the MORTAL KOMBAT tm END to the waterfight. FINISH HIM!!! Bin bag full of water. lookk im off to ahhhhh. forgot, have sorted out the key pickup prob and and also added positioning to all the food picky uppies. so now they appear all about the rooms.! more like atic atac every day! he did suggest we have different baddies for each level scene change! this would involve cutting an awful lot of bad guys out each level start but i could muster up the strength to program that in. btw i have just found out what effect scrumpy cider has on your motabalism, WILD AND CRAZY! anyway bye for now! SUNDAY - 17TH JULY ( DE DE DE DE DE DE GAP MAN!) Thats it. The end game is done, well mostly. it requires a few sounds but it worked out quite well. as you bombard the blob willl firepower he gets smaller ans smaller until he dies and a portal opens at the top of the screen. from this falls you guessedit A CHEESEY TRAINER WITH A DAFFODIL AND SPRAY CAN IN!!!!!!!! the portal closes and another open up and from this falls (FANFARE!) A PORTALOO! yep all the ideas came flooding in when i sat down with nothing better to do! the player rushes over to the bog and it dissapears into a floor portal (very bill and ted!) and then the whole planet goes boom, well a coloured fade at the mo but its getting there. well im gonna do some more to it today and check over a few things. byeee -ADDITION- well ive just gone and added my cameo (WORD UP) appearance into the game. im in a ufo in the ufo carpark subgame. well im gonna produce some room graphics hopefully today. bye -ANOTHER ADDITION- Ive just sorted the bad guys coding. you now can have different baddies for EVERY level. it cuts them from 3 iff pics called level?.bg1 .bg2 and .bg3 ive incorperated the collected key into the scorepanel box but have had to alter the panel to say thermal scan. because levels 9 and 10 have wildly different palettes so you get wierdy colours on the keys. well thats basically everything jason asked for and more i think. finally now im onto levels and door/key gfx. this is another biggie! -YET ANOTHER ADDITION- Well its been a fruitfull day. ive now just completed 10 levels. ive designed all the graphics for the floors and built up 10 maps, some are a bit similar but you may not notice, but hey we can always go back and change them later. all the subgames are done. all the levels are done. what now! well im going to go and watch 21 pieces of a comett collide with jupiter now so byeeeee. MONDAY 18TH JULY Ive been busy this morning. ive added a score counter so at the end of each level it shows what you had scored and what you scored during that level then adds them together in a whirl of numbers. quite good. ive added the great score gamers sample to the end as well. oh on levels 9 and 10 there is no food pickups! why you ask, well they are a different palette and besides how many alien planets do you know where beans and jet videos are readily available!!!! !!. did i mention tht all the level are designed and door graphics sorted. and also the room floor objects are done as well. i cant do anything to it sound wise. kenz is sorting it out. but im goig to be looking at ways of improving it graphically. with scene anims etc. i way try toput player acceleration onto it. so you really run like the atic atac men! byeee FRIDAY 22ND JULY Well that just about wraps up the game! all the levels are done.(perhaps a few are a bit similar) but they are done, the level door and key gfx are done. the scoreboard is done. the player acceleratin is done (although i dont like it at all.) and even (GET THIS) some level scene changes. for every level using a mini version of the players! they look great. its all just done! cant find anything else to do. im just about to lha it all up onto floppies, just in case?!?!?!?! anyway seeya SATURDAY 23RD JULY Well its on 3 floppies. yep 3! and ive already found a bug! sometimes when you pickk up the key and then get an energy increase it made the key vanish but ive just sorted that out. ive also put a press fire bit into the mike shaft talkie bit. its quite good. ho hum FRIDAY 29TH JULY The big day is finally here. Kenz gets to see the game in its almost entire state. i have already got the coplete archive done but have also copiedthe various new things since i got back. oh you dont need to copy that file to ram anymore! yippeee. that was a cack idea anyhow! well lets see what he says! oh shuld be meeting feekzoid as wellifhes there.