Supplemental notes for Paccy ============================ Paccy was written as a programming exercise. Unfortunately, late on in development it became apparant that adding more code to the program was slowing the whole program down, just by the size of the code. I moved a few routines around so that they were closer to related routines. This caused the jumps around the program to lessen, and sped the whole thing up slightly. If you notice any slowdown in the game, please try to tie it down to a certain event or part of the game and email me at marc.gale@ntlworld.com so that I can address the issue. A few features that I added, but had to remove due to this slowdown included: o - Animated High Score table o - Fading status message showing the bonus points given for stealing a cloak from a ghost (200, 400, 800, 1600) o - An options screen allowing the player to customise the game with options such as altering the AI for each ghost, setting the starting map, whether the maps should cycle in sequence, or be chosen randomly. Ghost AI ======== Paccy has four seperate AI, one for each ghost. The ghosts and their AI are detailed below. Red : Aggressor : Takes most direct route to player Purple : Interceptor : Take most direct route to junction player is heading towards Blue : Loiterer : Hangs around the central portion of the maze Orange : Roamer : Ambles around without any real purpose Only the Red and Purple ghosts will hit the player intentionally. The other two ghosts will only hit the player by accident. Designing Maps ============== Paccy works from very simple map designs, and makes them more interesting as it processes them. The simple map design means that they can be modified and added to very easily. A route overlay is also created for the ghosts to follow. Again, this is done from the basic level design, so the level designer doesn't have to worry about it. Every map is 28 squares along by 31 squares high. If an edge square is an empty space, it is treated as a tunnel to the other side. Make sure that there is a matching empty square on the other side of the map. When designing a map, use the following symbols. % : solid wall . : yellow dot o : power pill C : Paccy start square : Blank square (space) - : Door to ghost home 5 : Ghost 1 home square 6 : Ghost 2 home square 7 : Ghost 3 home square 8 : Ghost 4 home square Ghost homes can be placed wherever you like, but the doors into them have to be horizontal if you want it to look nice. I didn't add the vertical doors. Maybe in a later version... If you add a new map, make sure you increase the maxlevels value at the start of the initialise procedure. Wrapping Up =========== I'm quite disappointed that I couldn't add more to Paccy without the speed suffering. At least in it's current guise, the game remains playable. Have fun with it. Marc Gale (Xalthorn)