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My first "serious" Megazeux game Oh dear god

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Posted 13 January 2012 - 08:12 AM

Oh man... this thing.

This is perhaps the oldest Megazeux game that I've ever worked on, and in it's current state, it is one hell of a mess. It's called Quickie, sort of as a tentative title. The initial mindset behind this game was to just make a quick megazeux game, hence the title. This thing has survived being lost to a world corruption bug, and a hard-drive crash thanks to a blue see-through plastic floppy disk. There are bugs, there is missing music, there is blatant theft, there's even a corrupt board in there (corrupt in the sense that there's a "global" robot ON one of the boards).

I don't think I ever settled on an overarching plot to the game, but the idea was that after crossing the bridge, you had a choice of going left or right. Whichever direction you chose determined how the story ended, if I'd gotten that far. The left path was initially going to take you to a volcano, while the right path was going to lead to a fire boss and then possibly some building antics.

If the game lets you play through, I suggest taking the left path as there is a third boss to be fought.

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<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
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