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No Fragments Archive 12: Textmags & Docs
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ZONEDEMO.TXT
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2004-06-27
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'ZONE RUNNER' DEMO by PETER D. WARD
KIT 1 DATAFILE AND BORDER
Border: ZONEDEMO.PC1
datafile: ZONEDEMO.KIT
This file is a 'demo' of the ideas behind a forthcoming full
game 'Zone Runner'. It is a complete game in itself, in that you
can try to beat your earlier 'score' (or that of a friend or other
3Dkit user!) 'Zone Runner' is a 'shoot the robots' game. The main
idea in this demo is to be hit as few times as possible. The full
game will have a points scoring system.
You are placed at the start of a special 'combat simulation'
zome. The green arrows are to show you you are facing a wall with
two ways to turn! You must stealthily patrol the zone and track
down wandering robots. They only have one vulnerable spot - it is
up to you to find out where!
There are only two zones in this demo. You MUST disable all
robots in one zone before the exit opens.(you will hear it when it
does.) The 'Boss' robot in zone two was designed by Jason Cobley,
my eldest nephew (aged 10), and it's real tough!
CONTROLS: If you haven't played any of my environments
before, you may be confused by a lack of controls-with-arrows-on.
My own control system is designed to be intuitive, and you'll soon
get used to it. Picture it as a small version of the main view
area, and you won't go far wrong. You just 'point the way you want
to go'. See below for layout and controls.
CONTROL LAYOUT MOUSE OPERATION
******************************** A:LEFT BUTTON - look up
* * A * * RIGHT BUTTON- Stand up
* ************************ * B:LEFT BUTTON - TURN to left
* * * * RIGHT BUTTON- Shuffle left
* B * C * D * C:LEFT BUTTON - Move forwards
* * * * RIGHT BUTTON- Move backwards
* ************************ * D:As B, but to the right.
* * E * * E:As A, but down/crouch.
********************************
In the view window, left button fires lasers.
The fact that the two zones are identical is integral to the
gameplay of the full version: all zones will be identical, but you
will be placed into them at random. Thus you won't know which one
you are in, so you won't be able to predict the movement patterns
of the robots in advance! This will hopefully keep the game fresh
and challenging, and different every time! (This feature is not a
part of this demo.)
The idea for the game came from a Virtuality game I saw
running at an arcade. I think it was called 'Zone Hunter'. Having
since seen and played 'Doom', I think the virtuality game owed a
lot to this, too. Anyway, the idea of zapping lots of enemies on
varying levels of elevation and being shot at by them came from
this.