Updated Home (markdown)

softdorothy 2016-01-28 19:25:59 -08:00
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@ -3,3 +3,13 @@ Welcome to the **Glider PRO** wiki!
![Glider PRO Splashscreen](http://www.scuzzstuff.org/gliderpro/gliderpro.png) ![Glider PRO Splashscreen](http://www.scuzzstuff.org/gliderpro/gliderpro.png)
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 and ResEdit for opening the resource (.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 and ResEdit for opening the resource (.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.
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?
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.
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.