This page is a temporary holding spot for games I wrote long ago. They’ll get their own pages when I get screenshots and binaries/source up.
Onslaught!
This is what I had to say about Onslaught! as of the winter of 2000:
This is Onslaught, a game I wrote for fun about five years ago, using the SpriteWorld animation library. It was the pretty much the first real Mac application I’d ever written, and I’ve become a much better programmer since then, but I still think it’s a pretty good first-time effort. Amazingly, it still runs today under OS 8.6 on my G3/333 (although the preferences dialog of all things crashes), despite all the hairy low-level graphics stuff (as in hand-built GWorlds, for the technically inclined) that SpriteWorld 1 did.
The concept of the game is pretty simple: you control a tank (lower right in the first pic, spewing the stream of shots), which you must use to defend the base (the big yellow square thing just to the left of the tank) from a variety of enemies. Along the way you can get various powerups and weapon upgrades, although you’ll lose all your weapon upgrades if you overheat your gun. (In the game shown I had Rapid Fire, Triple Blaster, and Screwball)
Atlantis
This is what I had to say about Atlantis as of the winter of 2000:
Atlantis was my second real major project after Onslaught. I started it several months after finishing the first version of Onslaught, and worked on it on and off for the next four years. Originally, it was intended it to be an updated version of the classic Nintendo game Solar Jetman, and it just sort of grew organically from there. The gameplay, for those unfortunate enough to have never played Solar Jetman, is something like Asteroids in a maze: the player controls a small, highly maneuverable attack sub, battling more and different enemies than just carroming rocks, using lots of cool added features such as a grappling hook with which one could grab on to lost treasures of the Atlanteans, those annoying enemies that stay just out of weapons range, or, in those places where the current is just too strong, the wall.
I learned quite a lot from programming Atlantis, and that, combined with a small case of second-system syndrome, I think, was why I never actually finished it — it spanned four years of my life and my programming “career”, and it eventually just grew too big for it’s rather less ambitious and marginally (ie, not) planned codebase. Many, many times, I thought I’d grown just too disgusted with the tangle that is the source code for Atlantis, only to come back to it a few [(weeks)(months)(days)] later to add some more.
Sadly, I’ll be coming back to add somthing to Atlantis no more: I no longer have the source code. :-( I had archived the code to a Zip disk which fell victim to the dreaded click of death, and so, the screen shots at the left and this Alpha Version are all that’s left. I will never trust a Zip disk again.
