[quote name=\'clemon79\' date=\'Feb 1 2005, 05:58 PM\']... Fifteen years ago, in high school, I did a very simplistic text-based version of PYL in Turbo Pascal, and writing the routine that handled the situation when a player passed their spins took the better part of two weeks. Just that bit. ...
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You should have seen my first PYL game. I wrote it in BASIC on an Atari 800 in the late-80s. It was just a one-player, text-based game, but I did get the screen to change color with each Whammy: green, yellow, red, black. When I discovered MS QBasic in the early 90s, my first PYL games were still crude--still solo-player with block graphics and hard-coded game boards. Even after I discovered Visual Basic in 1998, my first PYL draft looked nothing like my PYL GameControl today. (I had no idea the squares on the board really were square--and I never noticed that TV monitors--which I experimented with replacating long before
Whammy! came along--had a 4:3 aspect.) Even now I'm still finding new programming aspects, including a way to hold the game board's "slides" in memory so they don't need to be repainting "on the fly" during a spin. Furthermore, two years of working in RPG (not
that RPG) at my old job made me appreciate modular programming. More recently, with the help of my old college textbooks, I developed a multipurpose module for simulating playing cards. And who knows what else I could do, especially if I was better in graphic arts. What I'm getting at with this long post above is sometimes making games is a neverending quest.