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Writing Adventure Games on the Amstrad CPC 464 / CPC 664

786 bytes added, 17:25, 15 December 2010
/* Information */
[[Image:Writing 419px_Writing Adventure Games on the Amstrad.jpg|right|thumb|250px|Frontpage]]
{|{{Prettytable|width: 700px; font-size: 2em;}}
|Title:|| '''Writing Adventure Games on the Amstrad'''
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|Authors:|| Mike Lewis & - Simon Price
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|PubliserPublisher:|| [[Melbourne House]]
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|Year:|| 1985
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|Pages:||169
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|ISBN:|| '''0-86161-196-9
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|}
<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.
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