Updated Home (markdown)

softdorothy 2016-01-31 22:39:17 -08:00
parent c011575951
commit c389558fcb

@ -22,6 +22,6 @@ Also more complicated, objects in one room could toggle the state of an object i
![Glider Icon](http://a2.mzstatic.com/us/r30/Purple/v4/f6/12/08/f612087f-92a7-e11e-ff46-1c2ddb47afaa/icon128-2x.png)
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.
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). Maybe the glider was supposed to just meander through an endless house — maybe moving outside was a bad idea. 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 players wanted, strikes in my mind a good balance between Glider 4 and Glider PRO.
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).
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 the recent 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 inevitable staircase that leads you onward and upward).