Updated Home (markdown)

softdorothy 2016-01-31 19:09:54 -08:00
parent 6e622f8f1b
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@ -4,7 +4,7 @@ Welcome to the **Glider PRO** wiki!
Glider PRO was the commercial sequel to Glider 4.0, written by John Calhoun and published by Casady & Greene, Inc. It was a Macintosh game from the 1990's, written in C and compiled "fat" for both 68K and Power PC Macintoshs. I believe the CodeWarrior IDE was used. But tools like CodeWarrior (for the project) and ResEdit (for opening the .rsrc files) have long stopped working on modern Macs.... Glider PRO was the commercial sequel to Glider 4.0, written by John Calhoun and published by Casady & Greene, Inc. It was a Macintosh game from the 1990's, written in C and compiled "fat" for both 68K and Power PC Macintoshs. I believe the CodeWarrior IDE was used. But tools like CodeWarrior (for the project) and ResEdit (for opening the .rsrc files) have long stopped working on modern Macs....
When developing Glider PRO I had several goals. One was to expand the world of the game — allow the paper glider to go outside for example. I think Glider was feeling a bit claustrophobic to me — it felt a bit confining always wandering from room to room in this seemingly infinite house. In Glider PRO you could now fly out windows, over rooftops, etc. To be honest, in hindsight, I think kicking open the doors so to speak may have betrayed some aspect of Glider's sort of core premise. It made it a different game in some ways — and maybe bot in a better way. When developing Glider PRO I had several goals. One was to expand the world of the game — allow the paper glider to go outside for example. I think Glider was feeling a bit claustrophobic to me — it felt a bit confining always wandering from room to room in this seemingly infinite house. In Glider PRO you could now fly out windows, over rooftops, etc.
Another thing I wanted to do was to take advantage of the larger color displays for the Macintosh. While I still had a fixed "room size" I made an effort to try and show rooms preceding, following, above and below the room the player was in. On a large enough display you could see nearly nine rooms. I think that might have worked out pretty well — perhaps even attenuating the claustrophobia a bit? Another thing I wanted to do was to take advantage of the larger color displays for the Macintosh. While I still had a fixed "room size" I made an effort to try and show rooms preceding, following, above and below the room the player was in. On a large enough display you could see nearly nine rooms. I think that might have worked out pretty well — perhaps even attenuating the claustrophobia a bit?