[Coco] Re: Cast your vote for a new CoCo 3 game

KnudsenMJ at aol.com KnudsenMJ at aol.com
Tue Oct 26 14:41:39 EDT 2004


In a message dated 10/26/04 11:33:30 AM Eastern Daylight Time, 
keeper63 at cox.net writes:

> I think a "real" sequel is needed, too. Considering the almost 
>  "cult-status" the game has on the Internet,

Was it implemented on other machines?  I always thought it looked like an 
Apple II job, with he four-line text window at the bottom, but ISTR it on some 
other machine, not the Apple.  And only the Coco had digitized sound in those 
days (?).

>I have often considered that 
>  a sequel could be done on a current system, keeping the "type-it-in, 
>  turn-based/realtime"-style of UI and movement the original had, but 
>  updated with "modern" graphics. A simple engine would be easy to build 
>  using OpenGL (since there is no real "need for speed", nearly all the 
>  optimized object culling code wouldn't be necessary).

If you kept the frame rate and overall graphics quality close tot he 
original, it should be easy.  Remember to keep the ability to apply various levels of 
"fuzziness" or "dimness" to the images, to simulate the different levels of 
torches in use.
  
>  Or, a CoCo 3 version could probably be easily built in BASIC, if you 
>  limited the system to wireframe (or built an ML graphics engine called 
>  from BASIC).

Even wireframe graphics (a la Tom Mix's Worlds of Flight) are too slow in 
straight BASIC, so you are right, some set of ML subroutines would be needed.
--Mike K.
  



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