OLD DOS STUFF
Heres some of my stuff I made with my good, old AT286, 12 Mhz, VGA, 4 MB RAM and 30 MB HDD. A killer maschine :)
As every game coder knows, before you can make a game, you need the right tools. So I made a small, but
useful paint program Paintbox. The main purpose was to learn how to program the VGA card. Also I made first
steps in mouse and file system programming. Adding a PCX loader was the final touch.
After I completed Paintbox, I created Otti's Quest. A homage to King's Quest, my first adventure game.
Ok, Otti's Quest offers only 10 minutes of game play maximum, but all my handmade picture are really
RED FLAG 2
Ok, the main problem in Otti's Quest was the absence of heavy weapons :) Quite boring to fight against
evil dragons with poison herb, right? So I made my first 2D scrolling game Red Flag 2
where you controlled a tank or later a helicopter. All you had to do was the fight your way from point A to point B. A common used game
idea, I know. But each level offered new buildings, enemies and terrains (desert, coasts, plain grass etc).
This game supported a joystick and had an incredible MIDI soundtrack and 8 bit mono sound effects.BTW, this
was my first project in Turbo Pascal. I used Quick Basic before.
Ever wondered what happend to the settlers on Alpha Centauri at the end of Sid Mayer's 'Civilization'? Then play
Pionier, my very own sequel of Civ. I cloned GUI and game concept,
but now everything in space. Discover new planets, enter worm holes and research for new technologies. It has a two
player mode for ultimate challenge (what I always missed in the original Civ).
Ever told you, that I was a math geek ? I wrote a math program Vector
that could calculate intersections between vectors, planes and spheres. It could also show the objects as a 3D wire frame
model. And since I had a complete vector library, I simply added a ray tracer to render realistic images of the scene.
That was a damned fine program. Still useful for pupils learning analytical geometry.
Influenced by Wolfenstein 3D I wrote my own pseudo 3D block-labyrinth engine. The rendering code was my first bigger ASM
project and it was pretty fast. But I never made a game out of it, thus it has no real name. This was the first
time I realized that it needs more than a good coder to make even a simple game. A game designer and even more a good
artist is absolutley necessary since graphic standards left the 16 color area. And I didn't know anybody how could do this job.
At this time I had no clue what the Internet was. Loading custom levels for Wolfenstein from a local BBS via my 9600 Baud modem
was state of the art :)