Here I will gather 2 last games I made in DOS. Each of them also featured an editor, for creating (drawing) maps.
Still in resolution 320×200 (256 colors) and in Turbo Pascal 7.0 with parts in Assembler. This was on PC with Pentium 120MHz. I tried 640×400 later, but it was too slow.
The first game I just called Porsche. Poor name, it’s a brand name, so it can’t be used. But I was a kid and had a model and a poster of such car.
On the most bottom left screenshot there is a first, starting version of this game.
This is what’s left. Very sadly, I have lost the final version (had no others) about 1 or 2 years after.
But I won’t forget how we played it, in the summer of 1997 with elementary school colleague(s).
Game was for 2 players only and had split screen. Cars were in center, map moved below. Similar way to my earlier 2 Planes game here.
Maps had 3 sizes (square, in pixels): small (250 x 250), medium (450) and big (700). Due to only 640kB memory big maps didn’t start in IDE, so I could only test the game on medium.
It was a simple, rally type driving with lots of sliding (especially in winter and autumn).
The final game had 87 tracks in 7 sceneries: Forest, Jungle, Desert, Winter, Australia, Autumn, City (latest new: Mountain).
About 18 of them were actually just circles, ellipses and rounded rectangles. These were real fun to play with many laps.
I still have all our track prototypes drawn on paper. They lasted way longer than any of my PCs.
There was an editor for creating tracks, where I would draw road:
Then place trees (also all of 9 types of vegetation at once), water, etc.
There were also few graphic attractions like:
Next, gameplay features were areas, with:
These were already present in my earlier game from 1996.
Water puddles in autumn were even more slippery than the wet road.
Then were some funny things:
Game featured sounds of course. The collision detection was quite basic (bad) but worked. The car just bounced back after hitting anything (trees and such), in the opposite direction it hit.
We had simple damage slowing down cars. Tracks had repairing areas, car didn’t need to stop just drive over them.
So the screenshots on left, with car in center, show actually the next version Porsche II, which was started later but never finished.
The second game, a top view scrolling shooter, again I poorly named Rambo II. Was meant to have similar jungle style to that movie.
I did the basic start of game, 2 enemy planes, 3 weapons for player’s helicopter, animating water (palette), sparks on hit, and explosions.
And the editor for map was quite good. I was drawing terrain levels, then few algorithms were adding noise, blurring few times to make it look like foliage (grassy hills). Then I could put rivers, with increasing width, starting from tiny streams. Rivers had auto added rocks on sides. On screen there are 2 types visible, clear blue and olive.
There was also a separate tool, visible in the middle, just for putting enemy ships and picking their paths in places on the map. It was possible to move the map (in time) to show where ships will be.
Once I showed this project in class (technical high school), I didn’t have to do anything, besides attending. It was very cool.
Since the loss (of Porsche with 87 tracks) was a result of my stupidity, I’ll gather the faults that led to it, with what I learned to do below:
Finally, I used few concepts of this car game and many actual tracks in our 3D game (started 13 yeas later) Stunt Rally. And since Stunt Rally was really well made and its track count reached 176, I don’t miss my 1997 game so much (which took 2 or 3 weeks to make). While Stunt Rally had (over) 5 years of development, and I wouldn’t make it so only by myself.