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Old 03-01-2008, 08:52 PM   #3 (permalink)
AEI
Upright
 
I'm done. This is the "final" version of Time Streamer.

DOWNLOAD

For those that have played it before, this is a major update. For those that haven't played it, this is most likely the "final" version.

Here's an updated recap of what Time Streamer is:

Quote:
Time Streamer may remind you of a BBS style door game from the late 80's, early 90's. Playing through the game takes about 1-2 hours. The game is inspired around the story/myth of John Titor (a time traveler) who supposedly came to this world timeline to obtain an IBM 5100 for his world timeline in 2036.

Difficulty: hard

Time Streamer features:

- Fully Randomized Combat System with Random Enemy Encounters
- Sound Effects
- RPG style Level Gains (/w new skills each level; 6 skills total, 8 levels total)
- ANSI style color graphics
- Sci-Fi storyline with some humorous undertones
- Selectable Weapons and "Shrines"
- NPCs (you can interact with/talk to)
- Randomized powerup/drop system
- Overall, what I might call a fairly advanced "text-based tactical engine"

System Requirements:

(Windows XP)

Because the code utilizes functions specific to XP it likely won't work in 98 or WinMe.
Quote:
This game was programmed entirely in Windows NT batch scripting. The point
of this gimmicky exercise was not to make a "great game" but to _make a game_
with a toolset that isn't designed for it. As far as I know, there is no other
batch file games this elaborate and complex, much less a real game at all. I tend to
think this is a major leap in batch file game programming, and a fun game!
Even more info in the README.TXT

And here's what has changed in this "final" version (if you care to read all that!):

Quote:
======================
CHANGES FROM 1.0 TO 1.1
======================

(Major Gameplay Changes)

- The CP/M-99 Android will sometimes rise again (a la Terminator) with just under
half of his lifepoints. Experience for Android has been raised to 130. New sound clip added.

- Enemies now drop "power-ups" (such as ammo, health, and energy) when they die, if your
killing roll is 99 or above. These items can increase your max temporarily if you are already
maxed. Keep in mind though, Zombie Virus Antidotes and Android Restoration Kits
have to be used immediately to have any useful effect. You do not "carry" them. New sound
clips added. Note: heatlh and energy power-ups are lost when you gain a level, so if you have
excess energy and heatlh, and you're about to gain a level, a good tactic is to use it before you
lose it.

- Instant kills will now result in receiving extra EXP (it'll be half the enemies normal experience).
You will also receive a drop for this feat - it's cumlative with the 99 or above drop.

- The spiked wall in sector 16 now has a pratical use, that could help survival. Find out for yourself!

- A salvaged Android will now attack first instead of after you. This should make him more useful,
as he'll also function as a shield.

- Level 5 (Superior Marksmanship) has been reduced in energy cost.

- The Zombie Virus will now "spread" during the latter part of the game. The CP/M-99 Android and the
Angry Mutant are immune to this virus however. The spread is triggered by your rising kill count and
whether or not you've had contact with a Time Zombie.

- A new enemy has been added - the Suicidal Deviant. His critical hits will wound himself as well as you.
It is therefore possible that he could die without a successful hit from the player. On death, the soul
of the Suicidal Deviant will steal 20 energy from the player. New sound clip added.

- CP/M-99 Androids and Angry Mutants will now gain more lifepoints during the latter part of game -
triggered by a rising kill count. This respresents the CP/M-99 Android's model evolution and the
Angry Mutant's regenerative powers. Note: This also affects the CP/M-99 Android's "rising again"
lifepoints.

- Every 5 combat rounds the player will now experience combat fatigue (i.e., -1 energy).

- Synergy bonus added to your roll when you're using an Android to reflect a 2 against 1 advantage
in combat. Also, your Android's roll has been increased. Unlike 1.0, having an Android is
truly worthwhile now.

- A new skill has been added - Android Repair.

- Some enemies now have a dialog path that results in receiving 25 EXP, and also a dialog path that
will result in receiving +1 Energy. The former will not reset, but the latter will reset on meeting
that enemy again (but not if you run away from them). If desperate, these options can sometimes
turn the tide of a losing battle. Hence, if you can't run or do a physical attack without penalty.

- A calculation for time played has been added to [V]iew stats. This was much harder to do than anticipated.

- A rating system has been added to score your peformance if you win. Your score is determined by
time played, number of wounds, and what level you've reached (the lower the better).



(Minor Gameplay Changes)

- Experience for two of the computers found has been raised to 150. This lowers difficulty
starting out.

- John Titor reaction added, when you choose to sleep.

- Sound clip added for locked door in sector 15.

- 's on salvaged Android's name is now capitalized.

- Formating for the CP/M-99 Android text has been fixed for the "stop resisting!" text. This text
has also been changed.

- The Time Zombie will now attack when he's insulted through dialogue.

- Experience required for next level is now shown in [V]iew stats. Also a small calculation glitch has been fixed.

- Last Kill Roll added to [V]iew stats. Note: does not reflect salvaged Android roll, just yours.

- Sector 3 description text has been changed to be less vague.

- Included checks and warning notices for various windows operating systems.

- Ammo calcuations and health routines in certain areas have been expanded and changed to be more precise.

- The default for the Martial Arts skill has been changed to OFF.

- ENEMYNAME and ENEMY LIFE POINTS are no longer blank when you [V]iew stats at start.

- One of the sound clips for your android's death has been removed for not being entirely suitable, and just unnecessary.

- A sound clip has been added for the Angry Mutant's special ability.

- The [V]iew stats screen has been cosmetically improved.

- A registry check for computer's country has been removed.

- Combat messages have been made clearer.

- When you [C]hange weapons the shotgun will only appear if you actually have it. This led to some confusion
before.

- The Angry Mutant's lifepoints have been lowered by 1.
Please be advised, this is an R-rated game and does have swearing in it.
AEI is offline  
 

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