Software Classic-Games - In Pursuit of Greed (Game + Source)
Assault Trooper
Genre: Action Game
Production: by Mind Shear Software
Publication date: 1996
Description:
In Pursuit of Greed was completed in '96 and my second published commercial product.
By this time, Channel 7 had morphed into a corporation called Mind Shear Software.
At peak, we had 5 full time developers and a number of contractors.
Greed was written in C and Assembly and based on the Raven Engine (also used in Shadowcaster, and similar to Rise of the Triad's engine) by Id.
This engine was roughly between Wolfenstein and Doom tech-wise.
I added many additional features such as transparency, sky box, fixed bugs with sloping floors and ceilings, etc.
I also wrote tools for level editing.
The graphics were pre-rendered from 3D Studio Max.The player's goal is to collect various artifacts to reach a required level of value.
There are secondary artifacts as well but the primary is required to complete a level.Raven Engine Notes (from id): "Right now, the engine supports a bi-quadrilateral projection scheme (ala Wolfenstein) but with some notable exceptions: First, the engine supports lighting in the form of distance shading (i.e.
it get darker the farther away one goes in the z direction) for an added effect of depth.
In the future, we will add localize lighting so that certain rooms can be darker than others and a torch can light up the surrounding areas (ala Doom). Second, we have the ability to move along the y-axis and can create the effect of bobbing up and down as we walk, jumping, falling down, etc. Third, our floors and ceilings are texture-mapped adding even more to the visual detail.
We will probably put in some detail options including shutting off floor and ceiling texturing to support slower machines.
We can even shut off the ceiling and provide and scrolling skyline. Fourth, the engine supports 8 rotation views for any object or sprite (ala Doom). Lastly, (not shown in demo) our ceiling and floor tile support morphing for realistic contours.
In simpler terms, we can make some ceilings higher than others and the adjacent tiles will stretch and morph to make a smooth transitional surface.
We can thus create cavernous rooms with huge monsters."Music for In Pursuit of Greed was also written by Andrew Sega.
We own all rights to the game and the music.
Some critics say the music was better than the game.
Unfortunately, I tend to agree.
=P