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@ -16,4 +16,12 @@ I also removed the timed element from the original Glider. That is, there was no
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Also the very goal of escaping the house was gone with Glider PRO (since of course flying outside might merely be just part of the journey). With escape no longer the means to complete the game, I had to add ... something. And so I introduced magical stars. They would be sprinkled throughout a house and you completed the house (the game) when you collected all the stars.
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I was more comfortable with reading and writing more complicated file types, so with Glider PRO I didn't have arbitrary limits on the number of rooms in a "house" or the number of objects in a room. In Glider 4 I believe the houses were limited to 40 rooms and the rooms limited to 15 or 16 objects.
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Also more complicated, objects in one room could toggle the state of an object in another. So a switch in one room might toggle on or off a paper shredder two flights up. This allowed more complicated "puzzles" to be created.
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![Glider Icon](http://a2.mzstatic.com/us/r30/Purple/v4/f6/12/08/f612087f-92a7-e11e-ff46-1c2ddb47afaa/icon128-2x.png)
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All told though, I felt after a time that Glider PRO had maybe departed a bit too much from the original sprit of the game (whatever that was). So when I entertained bringing Glider to iOS (the iPhone, iPad) I decided not to just do a straight port of Glider PRO — or even Glider 4 for that matter. While Glider 4 was closer to the spirit of Glider, there were some cool things in Glider PRO to harvest as well. The latest Glider then (now on Mac OS X as well), though not a faithful port that some users players wanted, strikes in my mind a good balance between Glider 4 and Glider PRO.
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And talking about the evolution of Glider, for better or worse I was able in the latest incarnation to scroll the house in real time as the glider moves along — something that required more graphical horsepower than I could count on in the early Macintosh days. I should say though that when I decided to make Glider a side-scroller, it again changed the dynamics of the game to some degree. Now there are no real room demarcations. Instead I decided to treat the "floor" of a house as the demarcation — as a "level" so to speak (even with something like a "boss" at the end, just before the staircase).
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