Short: WRONG WAY DRIVER
Author: Abyss
Type: game/ocs
· · __
_ __ __ : __________/\___________ ______/\________________¦_ _ __\/__ _ _
/ / /_//_/~________/ _\_ ¬\_/~ ¬Y~ ¬\_/ \______/~ ______/ \/
7: \__ ¬|! \__ _|_____ !|_____ ¬|_____ ¬|
|! | .|· | ¬|~ ¬| ·|~ ¬| :|~ ¬| :|
_ __ _ _ _l____| :|_________|: _____|: _____|! _____;_ __ __ _ __
: `----' `----' `----' `----' :-Sd
· .
Abyss - The deepest experience
WRONG WAY DRIVER
cREDITs
Code, Gfx & Audio: Pink
Needs Amiga 500 (Pal) + 512k Mem or better
You took the wrong way on the highway and your gas is running out...
Joystick:
- Up/Down: Move
- Fire button: Acclerate (when you bought the extra!)
Keyboard:
- ESC: Exit
About the tech:
The game was born out of an experiment if it would be possible
to code a fast Amiga 500 game using C++20 with Coroutines and Lambdas.
It was possible! It was even easier then doing my previous C games.
The use of Coroutines made a lot of typical state machine code redundant.
As a result the game code got shorter and i was willing to animate much
more things because of the new gained simplicity and less code 'friction'.
The audio was created with "PreTracker 1.5". The audio data takes 7.5kb and
precalcs its instruments and fx to 34kb of Chipram.
All coding was done with "Amiga C/C++ Compile, Debug & Profile" by Bartman/Abyss.
You can get it here for free:
https://marketplace.visualstudio.com/items?itemName=BartmanAbyss.amiga-debug
Ingame 'on the fly' decompression was done with Doynamite by Doynax.
Executable compression was done with Shrinkler by Bifat/Tek.
Feel free to contact Pink at
https://soundcloud.com/pink_abyss