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The Perils of Akumos
Posted By: Sam, on host 206.152.189.219
Date: Thursday, November 9, 2000, at 08:11:36
In Reply To: 'Game of the Ages' update, with bonus POAT update posted by Sam on Wednesday, November 1, 2000, at 08:03:07:

POAT (The Perils of Akumos) was released this morning, and I wish I could convey the sense of relief that gremlinn and I feel about this being done. For the past two weeks, we have been working on little else but trade code back and forth, test it into the dirt, and tweak all kinds of wording. Because of the sheer complexity of the game, it would not surprise me if there are odd situations that we haven't accounted for, so if you do find any bugs of any kind, please let me know as soon as possible. At any rate, as I was saying, we've been pounding on the game for quite some time now; last night I was up until 2am, and I have no idea when gremlinn quit.

I hope you all enjoy it. This game is an amazing accomplishment, and I hope gremlinn is proud of it.

> Compare with POAT: 173 locations with 595,478 bytes of code, averaging 3402 bytes per location. It uses around 180 global variables, 78 objects, and 3 enumerated objects.

A lot went in in the final week, so now it's actually 618,026 bytes, 174 locations, and an average of 3551 bytes per location. The object list hasn't changed since this last report, but the global variable usage jumped up to 201 variables. I extended the capacity of version 2 of the AGL engine (POAT is the first game to use it; most of the changes are not user-visible) to accommodate 300 global variables instead of 200 to give POAT some breathing room and plan for the future. (Version 1 of the AGL engine only supports 100 global variables! I guess I underestimated.)

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