Difference between revisions of "Writing Adventure Games on the Amstrad CPC 464 / CPC 664"
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− | [[Image: | + | [[Image:419px_Writing Adventure Games.jpg|right|thumb|250px|Frontpage]] |
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{|{{Prettytable|width: 700px; font-size: 2em;}} | {|{{Prettytable|width: 700px; font-size: 2em;}} | ||
− | |Title:|| Writing Adventure Games on the Amstrad | + | |Title:|| '''Writing Adventure Games on the Amstrad''' |
|- | |- | ||
− | |Authors:|| | + | |Authors:|| Mike Lewis - Simon Price |
|- | |- | ||
− | | | + | |Publisher:|| [[Melbourne House]] |
|- | |- | ||
− | |Year:|| | + | |Year:|| 1985 |
|- | |- | ||
− | |Pages:|| | + | |Pages:|| 169 |
|- | |- | ||
− | |ISBN:|| | + | |ISBN:|| '''0-86161-196-9 |
|- | |- | ||
|} | |} | ||
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<pre> | <pre> | ||
+ | |||
+ | 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. | ||
</pre> | </pre> | ||
− | [[Category:Books]] | + | [[Category:Books]] [[Category:Book cover]] |
Latest revision as of 13:25, 15 December 2010
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.