Alternate Reality X – Update, March 2016

Since the start of the year I’ve managed to get back up to speed and into the process of continuing the development of my Alternate Reality remake. This is based on Philip Price’s unfinished series of games originally for the Atari 8bit range of computers. Originally only the City and the Dungeon scenarios were ever released.

I’ve gone back to my original project goals to regain my focus over the last couple of months and this has been a big help. These are:

  • Create a full port of both The City and The Dungeon for modern systems
  • Move your characters seamlessly between scenarios 
  • Provide a quick, easy to use alternative to emulation
  • Expand upon the original scenarios to include new quests, locations, encounters and items
  • Provide the option of using the original or updated graphics and sound
The wording here might differ slightly from my original webpages but the key goals are still strong messages and still feel very relevant to my current thinking. These will be my key focus over the coming months. I’ll not be losing sight of these again or heading off on any other tracks where my Alternate Reality project is concerned.

I’ve released two updates for ARX during March 2016 so far. Whilst both are only small updates I’ve now got an established development and release process which means I’m not losing time because I’m disorganised. I’m making use of Google Drive to keep my ARX files accessible online regardless of location so I can contribute free time to development. I’m also freezing any updates to the development environment and multimedia library I’m using – what’s there currently is more than capable of seeing my Alternate Reality project through to 100% completion and my current build is fully Windows 10 compatible. As I’m now (and sticking to) using SFML and Code::Blocks (it’s quick and light to install compared to Visual Studio) again ports for Mac OS X and Linux are achievable (at a later date).

At a high level the main areas I’m going to be looking at over the next few weeks and months are:

  • The core engine – specifically remodelling items, encounters and tweaking the display
  • The City – What is required to make the City 100% complete?
  • The Dungeon – What is required to make the Dungeon 100% complete – starting with level 1?
  • The Arena & other scenarios – Bit by bit expanding the Arena content but also laying any groundwork which might be required for future expansion into other scenarios. 

My plan is to expand these key areas into more smaller, achievable items in the next week or so. I’ll publish these plans online with everyone so you can or point out anything I’ve overlooked.

I’m really keen to get feedback from players whether that’s bug reports, general comments for improvement or ideas for new features – content or story. Email, Facebook, the Blog and the forums are different ways of helping to develop ARX so I’d encourage you to make use of them if there are things you’d like to see. I try to  read all the comments and the feedback and suggestions I receive really do help determine what I work on next and how items are prioritised.

Alternatively if you like my what I’m planning or the work I’ve completed to date then you might consider making a small donation via Paypal (link in the right hand panel of this blog and on the webpages) or as a patron on Patreon. These are a great help for my website costs, occasional small hardware additions that help development and the odd book or software licence I buy.

As I’ve mentioned previously my planned approach is more frequent but probably smaller updates. I’ll be tackling some of the bigger items mentioned above in the next couple of releases which I think will help take ARX to a whole new level. Thanks for your support.

2 thoughts to “Alternate Reality X – Update, March 2016”

  1. Is any original source code (or design documents) available, or it is necessary to recreate the game entirely from scratch?

    I realise that the coding will necessarily be all new, but it may be helpful to see the implementation details of the original.

    1. Hi Jonathan, I don't think there is any of the original source code around. What I do have is the original binary data and work that others have done to decode things such as items and monsters.

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