Difference between revisions of "Writing Adventure Games on the Amstrad CPC 464 / CPC 664"

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<pre>
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Section 1 - Adventure Games.
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01 - Introduction.
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02 - History of Adventure Games.
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03 - Plotting an Adventure Game.
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04 - The Structural Elements of an Adventure Game.
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05 - Saving Space.
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Section 2 - The Adventure Kernel.
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06 - What is Aks?.
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07 - Actions in Aks.
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08 - Triggers in Aks.
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09 - Locations, Objects and Events in Aks.
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10 - Expressions in Aks.
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Section 3 - Implementing Aks on the Amstrad.
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11 - Programming Technique.
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12 - Structural Overview of Aks.
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13 - Implementing the Expression Evaluator.
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14 - Extending Aks.
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Section 4 - Witch Hunt - An Example Scenario.
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15 - Witch Hunt Plot and Design.
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16 - Breakdown of Witch Hunt.
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Appendix A1 - Listing of Aks and Witch Hunt.
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Appendix A2 - Aks Chexsum.
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Appendix B - Bibliography.
  
 
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[[Category:Books]]
 
[[Category:Books]]

Revision as of 05:29, 25 July 2008

Frontpage


Information

Title: Writing Adventure Games on the Amstrad
Authors: Mike Lewis & Simon Price
Publiser: 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.