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softdorothy 2016-01-31 22:36:22 -08:00
parent 495698c192
commit c011575951

@ -12,9 +12,9 @@ Another thing I wanted to do was to take advantage of the larger color displays
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 no 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.
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 indicator that you had completed 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.
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.