ساخت نوکس آرکایست
The Making of Nox Archaist
معرفی کتاب «ساخت نوکس آرکایست» (با عنوان لاتین The Making of Nox Archaist) نوشتهٔ Mark Lemmert، منتشرشده توسط نشر 6502 Workshop. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
In 2020, for the first time in 30 years, a commercial role-playing game was released for the Apple II computer. The goal of Mark Lemmert and his team was to develop a retro role-playing game with a more modern user interface and compelling storyline, written in assembly language on real Apple II hardware and shipping in a deluxe boxed set. Mark describes the challenges, including a decades-long quest to create the tile engine, a failed Kickstarter, the Apple’s quirky graphics system, and getting decent audio out of a one-bit speaker. Along the way, the team received help from many sources, including Richard Garriott (Lord British), Dr. Cat, Burger Becky, and Steve Wozniak (Woz). Finally, after a wildly-successful Kickstarter and a year of non-stop coding, Mark details how an obscure floppy disk bug nearly derailed the entire project just weeks before release. With a mix of personal anecdotes and technical details, The Making of Nox Archaist is the ultimate insider’s account of the creation of a modern game on a classic computer platform. Foreward Introduction I. Origins of Nox Archaist My First Computer A Dream Revisited II. Building the Game Engine Game On Creating the Graphics Engine Creating the First Bootloader Creeping Mobs, Creeping Scope! Nox Archaist Goes Public The Second 90% KansasFest to Kickstarter Creating the Alpha Demo III. Creating Content Designing Game Content Late-Stage Engine Changes Kickstarter Redux Return to KansasFest The Apple II Speaks The Apple II Reunion Party IV. Testing and Release To Flee or Not to Flee My First Playthrough Beta Testing Team Floppy Nightmare Release the Kraken! The Future V. Team Members Beth “Nox Styx” Daggert Electric Moo Michael Pohoreski Chris Torrence VI. Appendix Tech Talk Acknowledgements Index My childhood Apple II User’s Guide. It got a lot of use! RPGs faded as my interest grew in modems and BBSes. An entire screen of trees. Trying out icons, with the first prototype character. A line-of-sight algorithm diagram. Creating a tree in my Microsoft Excel pixel editor. A typical DOS catalog. Don Worth and Pieter Lechner’s Beneath Apple DOS. Announcement of Nox Archaist on comp.sys.apple2. The map from March 2016, with “6502” in the ocean. My second appearance on the Open Apple podcast. Juiced.GS cover, March 2021. An early town using Mark and Mike’s art. A tweet about Qkumba’s session at KansasFest 2017. Mark Lemmert, Chris Torrence, and Peter Ferrie. Surely, there must be a better name. The pre-beta test island. Pirate ship tryouts. The brute squad. Anybody want a peanut? Graph paper sketch of the character info screen. Graph paper sketch of the inventory screen. First iteration of the inventory display. Inventory display, with the character list. Character stats with tab icons but still the old font. Inventory display with tab icons. Final version of the inventory display. Look at the shallow angle on that lightning bolt! The mobs get impatient and attack the screen. First iteration of treasure drops. An early experiment on item selection. The final version of the treasure drop screen. Early design document for the Quick Combat screen. Quick Combat in action. The “Shop at Willy’s” ad during Quick Combat. Hiking in the mountains. I started young. The vacuum cleaner was there for cleanup. Nox Archaist the Flamethrower! The pre-alpha demo map was the highlighted area. The demo area was blocked off with a cow barrier. A comment from a beta tester. After a tester said they just had to play one more turn. Overworld map sketch. Depths of Vacous, sketch of level 1. Rough list of mob level distribution. A tiny portion of the main State-of-The-Art-Chart. The Weapon Damage Table in the STA. The Master Spell Table in the STA. The Nox Archaist Quest Log. Main page of the second Kickstarter, May 2019. Lord British in his Shrine. Speedrun by Rikkles: 20 minutes, 45 seconds. We used Applesauce for copying and a IIc for testing. The Apple II Reunion Party, south of Praevoc Keep. Richard Garriott’s Nox Archaist tweet. Apple II Reunion guests and their in-game intro. Steve Wozniak’s tweet a few days after game release. Nox Archaist players fleeing from battle. Final version of the “Flee” screen. The Nox Archaist Apple II Test Lab. Debug codes are circled. The !!!’s are from the bug. The GSBug Apple IIGS debugger. The Twelve Days of Nox Christmas. Cowmageddon, by Bill Giggie. Moooo! Lord British Undefeated t-shirt. Jason Scott says HOLD UP on news of our release. Countdown to launch! Best Ultima-inspired game of 2017 on Ultima Codex The RPG Codex top 10 best RPGs of 2020. Apple II Forever award, KansasFest 2021. John Romero’s tweet for our Steam release. Gazing into the Nox Archaist crystal ball. Early version of the inventory screen. Inventory window with idealized number locations. Brainstorming different icon border ideas. Palette change due to shifting the icon locations. The key and potion are blue again but the key is offset. The 7×8 pixel cells on the Apple II’s hi-res screen. Early versions drew on both graphics and text screens. Final version of the merchant inventory screen. Sir Edgar and Lady Susan, of Uharad Castle. Edward III and the final Coin of the Realm. Nox Archaist manual. Cover art by Denis Loubet. Box #1 off the assembly line, sent to Richard Garriott.
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