| ▲ | twoodfin 9 hours ago | ||||||||||||||||||||||||||||||||||
Hard to convey how effective Starflight’s game design was within the limits of the day. The embedding of the story within what was almost entirely free-form exploration & adventure across a huge galaxy was masterful. You could feel how close the creators were to the edge of what was possible with the save game system: Basically, the disk was a memory image. As you played the game would rewrite itself, so if you got stuck there was no “reset”. The documentation was emphatic: Only play with a copy of the original disk!! | |||||||||||||||||||||||||||||||||||
| ▲ | reactordev 8 hours ago | parent | next [-] | ||||||||||||||||||||||||||||||||||
Everyone goes on about Elite, but Elite was just a sandbox… (an amazing sandbox) This was crazy! World gen is hard. Proc world gen is NP hard. Story driven proc world gen with persistence in 1986 was Kaku level brilliance. | |||||||||||||||||||||||||||||||||||
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| ▲ | a1r 5 hours ago | parent | prev [-] | ||||||||||||||||||||||||||||||||||
O cool! This approach was used in WASTELAND too, on four floppies (the progenitor of the FALLOUT series). | |||||||||||||||||||||||||||||||||||