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 :)
PAINTBOX
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.
OTTI'S QUEST
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
wonderful.
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.
PIONIER
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).
VECTOR
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.
TEXTURED 3D
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 :)