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1995-10-31
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8KB
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188 lines
NANOTECH VERSION 1.0 BY SEAN LANE FULLER
a first-person 3d platform game with cool music and sound effects
-------------------------- THE STORY ---------------------------------
The people of Earth have been at peace for many years ... a peace
ensured by a superpowerful spacestation that is controlled by an
advanced artificial intelligence. The peace may shortly end because
the space stations computers have become infected with a virus and
it is now threatening several major superpowers. Their only hope
is a remotely controlled nanobot that has been lying dormant within
the space station's computer. You must pilot the nanobot to the
computer's central core and destroy the virus.
---------------------- SYSTEM REQUIREMENTS ----------------------------
Soundblaster compatable sound board
IBM PC Compatable >=80386 >=33Mhz
DOS >=5.0
>=450 Kilobytes of low memory
>=1.2 MB Disk
>=VGA graphics
------------------------ STANDARD DISCLAIMER ----------------------------
In no event will the author be liable for any damages, including any lost
profits, lost savings or other incidental or consequential loss or damages
arising out of the use or of the inability to use this program -- even if
the author has been advised of the possibility of such damages. The author
will in no event be held liable for direct, indirect, or incidental damages
resulting from the omission of any part of this product, including this
document. The author makes no warranties, either expressed or implied,
respecting the software, its quality, performance, merchantability, or
fitness for any particular purpose.
"NanoTech" is copyright Sean Lane Fuller 1995.
"NanoTech" is freeware in the public domain and may be distributed
freely if all of the following rules are followed:
1. No fees are to be collected from the distribution or use of this
software, except for reasonable shipping and handling.
2. The program and associated files may be distributed in a
modified form as long as credit is given to Sean Lane Fuller
in the distribution.
3. If "NanoTech" or a modified version of it is distributed
in CDROM format, send me a free copy.
--------------------------- CONTACT INFORMATION -------------------------
Sean Lane Fuller
124 Autumn Lane
Tullahoma, TN 37388
615-393-4550
email: fuller@hap.arnold.af.mil
If there are any oversights or errors in the documentation or any part of
this game please feel free to let me know.
If you have the time _please_ send me a postcard. I'm not working for
money, only for the enjoyment of others. A postcard would let me know
that I should continue to write games like NanoTech and give me a
nice feeling about it. Thanks!
I welcome constructive criticism and comments.
---------------------------- RELEASE NOTES ------------------------------
Release 1.0 - November, 1995 - I'm finally going to release the game.
I believe it still needs work (and more levels), but it is quite playable.
I feel pretty good about switching to MOD music. Faster. I sure wish
I had a Watcom compiler (for inlining assembler routines and optimization).
Release 0.x - July, 1995 - Never saw the light of day and was only used
for beta testing on a few different machines. It used MIDI music, which
didn't work well for me. Used mode X graphics.
------------ INSTRUCTIONS ---------------
Uncompress the game into a new directory (ex: c:\ntech). Then cd to
that directory and type "vr" and then press <enter>. If you want
to quit the game press <escape>. If you want to restart on a level
then type vr followed by the level you want to start on (ex: "vr 5").
Give yourself a while to get the timing right to jump between platforms
in 3d. To find out what level you are on press 'i'.
Controls: F1 ............ display help screen
up arrow ...... move forward
down arrow .... move backward
left arrow .... turn left
right arrow ... turn right
page up ....... look up
page down ..... look down
spacebar ...... jump
escape ........ quit to DOS
Instructions: Try to collide with the spinning sphere to exit a level. The
cubes are switches and landing on one will toggle platforms.
The objective is just to get through all the levels.
You cannot die. There is no time limit. The goal is
just to have fun!
------------ CREATING YOUR OWN LEVELS ----------------
The game has a built-in level editor. Pressing 'a' will let you add objects
and pressing <tab> will allow you to modify the object in front of you.
To create a new level start with a world file like 000.wld and copy
it to a new level number like 999.wld then start nanotech with
"vr 999" to go directly to that level. To insert the level in the
game you will have to renumber the files by renaming them and then
rename your new level to a number you opened up. This kind of sucks,
but it is the way I created the game.
The name of the song that will be played during the level is on the
second line of the .wld file.
If the first line of the .wld file starts with a 'b' then the lighting
will fade on and off in the level.
Pressing 'l' will bring up a dynamic location and frames per second
display. Pressing 'c' will bring up a directional compass.
Pressing 'i' will display statistics such as the number of facets
and objects and the current level.
The intro and ending pictures are stored in 256 color 320x200 PCX format.
Use an editor like PC Paintbrush to edit the PCX files. I started by
rendering with the POV ray tracer.
The music is stored in 4 channel MOD format. You can use a tracker like
Scream Tracker 3 to edit the music and DigiPlayer to edit the samples.
The sound effects are stored in WAV format without compression at
8000 samples per second. I used wrec that was included with my Sound
Blaster to create these files. I also dynamically add echo to them
during the game.
-------------- CREDITS ----------------------------
I wrote all of the graphics routines myself. I learned a lot of
3d graphics concepts from "High-resolution Computer Graphics Using C"
by Ian O. Angell. I also played around a lot with Rend386 and XSharp
several years ago. They both taught me a lot about speeding up
my graphics routines. XSharp was published in Dr. Dobbs Journal
by Michael Abrash (I think), and Rend386 was written by Dave Stampe
and Bernie Roehl.
Thanks to Kalle Kaivola for writing Scream Tracker.
Thanks to Sami Tammilehto for writing DigiPlayer.
Thanks to the POV-Ray team (Chris Young, coordinator).
I got my disclaimer from a game called Board War. It was written
by a friend of mine, Mike Cozart. His war simulation game is
pretty cool. Take a look at it (BWxx.ZIP) if you get a chance.
I got a lot of inspiration and DMA code from Varmit's Audio Tools version 0.6.
VAT was written by Eric Jorgensen and based on ideas and a bit of code from
Peter Sprenger's library called SOUNDX. Eric has since expanded and improved
greatly on the code, so I would get one of his newer versions.
-------------- PLANS --------------------------------
I'm considering adding the following features to NanoTech.
* linear texture mapping
* moving platforms
* enemies and shooting
* more levels
* better music
* time limit
* score
* bonus items
* navigation between levels
* ???
------------------------- THOUGHTS --------------------------------
Sure hope somebody gets a little enjoyment out of this game. The
graphics routines are the product of several years of work.
I wish somebody had a free good fast 3d graphics library
that I could use because I would really like to concentrate on
Artificially Intelligent critters instead. I just kind of got side tracked.
I know I could use Microsoft's 3d stuff in Windows, but I just don't have
the money to play with (does anybody?).