
   SPEED: Simultaneous Projections Employing an Ensemble of Displays.

   Or alternatively: Stupid Pointless Effort at Establishing a Dumb Acronym.

   By Shawn Hargreaves, November 1999.


This program is my entry for the Allegro SpeedHack 1999, which was run over 
the weekend of November 27/28. Many thanks to Arron Shutt for organising 
this competition, and to the various musicians who kept me sane (?) during 
it (notably Trent Reznor, Adrian Belew, Charles Mingus, Miles Davis, and 
Robert Fripp).

Hint: the later levels of this game are much easier to play if you view them 
through tinted glasses :-)

This code is free: do with it as you will.

The remainder of this file is a realtime log, with entries added 
chronologically during the course of the hack.



10-26-1999, at 14:56
--------------------

I've written myself a makefile, and a script which ought to be able to send
this message to the website automatically. If you see this text, then it
worked!



10-26-1999, at 15:18
--------------------

Design doc:

Traditional Space Invaders type gameplay: aliens move down the screen, you 
move across the bottom firing upwards. Three lives. Your goal is to protect 
blocks underneath you, and you get score for having blocks left at the end 
of each attack wave. Alien motion will be as complex as I have time for, 
including Centipede style splitting.

This 2d action will be rendered in four different psuedo-3d viewports: 
normal flat mode, inside of a tube, outside of a large cylinder, and in 
spherical coordinates. Early attack waves use only one viewpoint, later ones 
tile multiple views of the same action, and toward the end of the sequence 
the views are overlaid (additive color). If you complete the sequence, it 
cycles but with vastly increased game speed.

When changing attack waves, views will slide around to their new locations 
(that should look pretty cool).

Any color depth, any resolution.

No time for drawing graphics, so everything will be simple vector art.

Bullets are surrounded by spining wireframe square, flightsim targetting 
style.

Explosions are expanding XLU circlefill, plus more rapidly expanding single 
circle shockwaves.

Wow, I think that is the most detailed formal game design that I have ever 
written! I don't have time for this, better get coding...



10-26-1999, at 17:37
--------------------

Basic game structure is in place: init code, commandline parsing, title 
screen, stupid little music bit at the end.



10-27-1999, at 10:21
--------------------

10:30 AM on saturday morning: just got out of bed and am ready to start some
serious work. Title and ending screens are finished, so it is just the game
itself left to be written!



10-27-1999, at 13:14
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Lots of new source files added: 3d viewport system is in place (sliding
screen windows and all but one of the 3d projections)



10-27-1999, at 14:04
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Player movement is in, so you can see the different projections in action...



10-27-1999, at 15:08
--------------------

Added text messages (for status display, number of lives left, etc) that
float over the middle of the screen, and implemented the final 3d
projection mode, so all the different views are working now.



10-27-1999, at 16:17
--------------------

Bullet code is finished.

