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deater ◴[] No.43549790[source]
when making the Apple II version of Myst I more or less generated graphs like this by hand based on playing through the game (in order to hook up the data structures for the custom 6502-assembly language engine) I wonder if it would have been easier to automate it like this.
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1. deater ◴[] No.43551335[source]
if anyone is curious, the data structure used in the Apple II version had the idea of "locations" which just hold 4 of the nodes described here. Usually this would be for North/South/East/West, plus there would be an additional clickable area that would call a function callback, usually used for puzzles but it could also be used as a hack to take you to an additional location.

This setup was more or less enough to implement the whole game, the one problem area was Channelwood where the pathway platforms are pentagons and thus had more than 4 backgrounds. There were also a few areas where a location could have used an additional clickable area but had to make do without. Also to fit on 3 disks about half the nodes were left out: generally when walking a straight path every other node was left out for both disk space and also time-consuming-rotoscope reasons.