[Coco] OT: COMPUTE's Guide to Adventure Games book

Salvador Garcia ssalvadorgarcia at netscape.net
Fri Apr 17 09:42:33 EDT 2015


Thanks Bill, I will have a look at that book. This looks like a good follow up to the COMPUTE book. Salvador




-----Original Message-----
From: Bill Pierce via Coco <coco at maltedmedia.com>
To: coco <coco at maltedmedia.com>
Cc: Bill Pierce <ooogalapasooo at aol.com>
Sent: Fri, Apr 17, 2015 7:49 am
Subject: Re: [Coco] OT: COMPUTE's Guide to Adventure Games book


Salvador, a better book for "learning" to write adventures is (which I also
have)

Creating Adventure Games on Your Computer by Tim
Hartnell
http://www.atariarchives.org/adventure/

The reason the other book was
brought up was because it contained "Tower of Mystery" which is an excellent
starting adventure engine.

This book gives play-by-play of various game
sections


And yes... games have come a long way, but adventure is still alive.
A good example (and my favorite) is "Tomb Raider" featuring Laura Croft. I have
all of these.

 

 


Bill Pierce
"Today is a good day... I woke up" - Ritchie
Havens
 

My Music from the Tandy/Radio Shack Color Computer 2 &
3
https://sites.google.com/site/dabarnstudio/
Co-Contributor, Co-Editor for
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E-Mail:
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-----Original Message-----
From: Salvador Garcia
<ssalvadorgarcia at netscape.net>
To: coco <coco at maltedmedia.com>
Sent: Fri, Apr
17, 2015 8:25 am
Subject: [Coco] OT: COMPUTE's Guide to Adventure Games
book



Hi all,   
   
   
   
First of all, thanks to whoever posted the
reference to
this book. I located it, downloaded and read it. I just want to
share my
thoughts about it. The first 7 chapters are basically descriptions of
adventure
games that were available at the time the book was written. While some
of these
are a compelling read I was hoping that the author would discuss the
design and
development of these more.  
   
   
   
   
Chapter 8 provides help
and hints
on how to solve a game. Chapter 9 is where everything begins to pick
up. The
author discusses the theory of operation of an adventure game. Chapter
10 really
gets cooking as the author presents a breakdown of an adventure game,
describing
each component and providing pseudo code. Chapter 11 presents a
listing of a
simple (author's description) text adventure game. The listing is
provided in
such a way that depending on which computer is available, the reader
types in a
specific listing.  
   
   
   
   
Finally chapter 12 looks toward
the future.
This chapter was interesting in its own right as the author ponders
on the
possibility of having hi definition images. He mentions the resources
needed for
such an endeavor and does not see it possible for a home computer to
have such
power. Also, the video disc is mentioned as a possible means to
enhance game
play.  
   
   
   
   
It was a good read and enjoyed the nature
of the games
presented.    Now my turn to get philosophical. All the games
presented in the
book had to do with solving something. While there was the
possibility of battle
and sword fights I can't help comparing them with the
games available today
which present a much higher degree of graphic gore and
violence. In Google I
typed in xbox games and the first items on the list it
generated were Grand
Theft Auto, Destiny and Call of Duty. It seems to me that
when the adventure
games described in the book were available were simpler times
where there was no
need for gore and violence to make a game appealing.  
   
  

   
   
Best
regards, Salvador  
   
   
   
 

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