A strategy game with intentions. This game almost became overfill, as it required a lot of work to finish all the effects and other ingredients. Too bad this game is not too compatible with newer computers. These pictures I took a long, long time ago, and shows scenes from the first scenario.
- 3 scenarions (summer, winder, desert).
- EVERYTHING is animated. All building had some degree of animation, making the town look very much alive.
- Cars with artificical intelligence. The cars that are generated at the start of the game drives around until they run out of fuel. They get new fuel by driving past gas stations. If a car runs out of fuel in the middle of nowhere, it is possible to refuel them manually.
- Advanced maps. The map contains a scaled down version of the whole level (which is incredible large). The map does also have a view of all the roads, cars and houses.
- Research. In order to get the most advanced buildings, you have to research them. The first thing to research is a research facility (isn't that logical, or what?).
- Painter's algorithm. Everything is drawn in the right order. A car driwing behind a building, will be drawn behind the building. This might not sound too advanced, but it requires some work to make it work as intended.
- User interface (GUI). I created a new user interface from scratch for this game. All windows was drawn in the correct way (behind each other / change windows by clicking on them). A lot of the elements seen in modern user interfaces was implemented.
Turbo Pascal, DOS, SPX
Monday March 8. 1999