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softdorothy 2016-01-28 23:04:17 -08:00
parent 9e2e5c10bc
commit 4e041e4b5f

@ -8,6 +8,8 @@ When developing Glider PRO I had several goals. One was to expand the world of t
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?
![Glider PRO - nine rooms!](http://www.myabandonware.com/media/screenshots/g/glider-pro-3nf/glider-pro_4.png)
And of course I added new objects the player could interact with. More "power-ups", etc. And of course I added new objects the player could interact with. More "power-ups", etc.
I also removed the timed element from the original Glider. That is, there was no bonus for traversing a room quickly; no penalty for doing it slowly. The clocks in the game, that had at one time acted to subtract from your time, now simply became bonus points for seemingly now reason. I also removed the timed element from the original Glider. That is, there was no bonus for traversing a room quickly; no penalty for doing it slowly. The clocks in the game, that had at one time acted to subtract from your time, now simply became bonus points for seemingly now reason.