home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Joystick Magazine 1995 November (Mac)
/
cd No7 joystick No65 novembre 1995.iso
/
mac
/
Fouillationnons!
/
Jeux
/
Xconq 7.0.1
/
NEWS
< prev
next >
Wrap
Text File
|
1995-08-25
|
5KB
|
119 lines
XCONQ RELEASE NOTES
*** 7.0.1
The Mac interface now includes a preference for whether to dump the
game statistics into a file.
Keyboard direction commands for the Mac and X11 interfaces now work for
attack as well as for movement.
The library now include Chris Christensen's "insects" game. It's kind of
silly, and still needs some design work to use more version 7 features,
but is worth trying out.
The "starwars" game now has various improvements and fixes, including
the ability of Death Stars to detonate planets, and its associated
"planets" module is larger, with many small planets.
Several bugs noted in 7.0.0 have been fixed.
*** 7.0
Xconq 7.0 is a comprehensive rewrite and expansion of Xconq 5.5.
Nearly every part of the program and its game library has been changed
in some way.
Xconq now includes a Mac interface. This is a full-featured interface
that works on nearly any Mac, both b/w and color, large screen and small.
The X11 interface now uses Xaw/Xt to provide more interface
functionality, such as buttons for common operations, popups for view
controls, designing, and printing, and a panner to get to a particular
part of the world more quickly. Each player may now have multiple map
windows. Maps zoom in and out, from 1x1 to 128x128 pixels per hex.
The interface can display color images for terrain, units, and sides.
The curses interface now includes status lines and adjustable panes.
There is now support for printing maps using PostScript(tm).
The numbers of unit, terrain, and material (used to be "resource")
types may now range up to 126. The number of sides may be up to 30.
Terrain may now be "borders" (such as rivers), "connections" (such as
roads), and "coatings" (such as snow).
The world may now be a hexagon as well as a cylinder. It may include
elevations, temperatures, wind, clouds, named geographical features,
people, and materials for each hex (now called "cell").
Units may now get combat experience, they can be incomplete (meaning
that construction may start on a unit, halt, then resume later where
it left off), they can have an altitude, they have tooling (affects
startup time for construction), and they can be of varying size.
Multiple units may stack in a single cell.
Unit abilities are now defined by the "actions" that they can perform.
Previously, the actions were to move, build, disband, and attack; 7.0
also includes adding and removing terrain, research, change of unit
type, material production and transfer, detaching and merging
multi-part units, ranged fire, and detonation as actions.
The combat model is more sophisticated, now including the possibility
for stack and occupants to protect a defender, for retreat, and for
variable damage from a single hit.
Units now have plans that include multiple goals and a task agenda.
Tasks track successes and failures of actions, choosing actions as
needed to complete successfully.
Sides may have a "tech level" that governs usage and construction of
unit types, they may be in "classes" that restrict which types of
units they can own, may control other sides, and have an emblem to be
used for display.
Games may include a day/night cycle and associated effects.
Games may include a seasonal cycle and associated effects.
Random game synthesis methods now include maze generation, country
expansion, river and road generation, and grammar-based unit and
feature name synthesis.
Games may now have variants that are chosen at game setup time.
The AI machinery now supports any number of different types of AIs.
The generic AI "mplayer" has been rewritten; it now uses an explicit
strategy based on division of the world into theaters, and relies on the
new plan and task mechanisms to improve individual unit behavior.
The game library now has many new games, including a tactical-level
panzer game, detailed battalion-, division-, and strategic-level WWII
games, Tolkien-inspired fantasy games, a Russian Revolution game, a
Roman Empire game, and an Age of Discovery game with a Magellan scenario.
The period/map/scenario file structure is gone, replaced by a Game
Design Language (GDL). GDL looks like Lisp, but is still a
declarative language oriented towards for defining the types, tables,
and other objects in a game. Lisp syntax supplies power, flexibility,
and a degree of standardization, while the declarative nature of the
language means that the game designer can still concentrate on
defining properties rather than writing code. Also, since all files
are in the same language and modules can include each other, game
designers can build designs by including an existing game and
modifying it, rather than by defining a totally new game.
There are now over 160 tables available to the game designer, over 100
unit type properties and over 60 global variables as well. The designer
now has control over nearly every detail of a game.
Memory allocation is almost entirely on an as-needed basis, so Xconq's
memory usage starts at around 100K and goes up only with the size and
complexity of the game.
The source code is more portable, both to Unix and non-Unix systems.
It is also fully prototyped and ANSI-compatible.