On my retro PCs I typically arrange my various games into groups of directories for specific genres (e.g action, shooter, strategy) however it can still be a bit fiddly scrolling through my games using various DOS commands.
Also when I come to launch a game, I often find that I'd not yet got it configured correctly or that there was a slight issue. For example, the sound effects not working.
All of these minor irritations got me thinking about creating a DOS based games launcher which would bypass these issues by creating a lightweight UI to browse my games and view information about them.
After a little research I decided to use Turbo Pascal 7 to create my launcher, using a combination of DOSBox and VSCode to provide a better IDE whilst compiling and testing in an emulated DOS environment.
I can imagine writing something like this on an actual retro PC in the Turbo Pascal being much more of a challenge! We've certainly been spoilt by using modern intuitive IDEs, large screens and other refinements.
One of the most complex challenges so far was working out how to launch a game without the launcher itself taking up too much memory. Thankfully some other skilled Pascal developers have already solved this issue by writing the current program to EMS or disk and leaving only a 2K stub in conventical RAM to manage the swap in and out of the launched executable.
The UI is modelled on an old DOS utility used to navigate, edit and execute files called PathMinder.
I first came across this on my Dad's XT PC he used at home for work. When I got a 286 EGA PC a few years later, I carried on using and enjoying it.
I know that XTree seemed to be a more popular utility that performed a similar function, however I always preferred PathMinder. To me it was the superior underdog. So I'm creating GameMinder as a kind of tribute.
What's left to do
I'm currently struggling with understanding how to work with arrays of records in Pascal. Unfortunately it seems to be a lot more fiddley than the modern languages that I'm used to!
Once that's out the way, I need to implement the scanning of the file system to find the files in each game directory that will hold information about that game. These will need to be manually maintained and will contain simple text meta data about each game.
With that in place it'll really just be continued refinement of the UI to offer features such as
Ordering of games (Name, release year, most popular)
Playtime statistics (How many times played each game, when last played)
Help (List keyboard commands)
Editor (Setup meta data for each game)
I'll also make the full source code available so that others can extend, improve or just learn from what I've done.
my dad had a computer and at some point somehow he got a disc(?) or download(??) of a bunch of games (the only one i remember clearly was a kind of 3d-tetris game where your 'eye' was at the top of the field, looking down. so you couldn't really see holes.)
but they were all in this other directory and nobody really knew how to use computers. they had come with xtree, which defaulted opening in to the dir with the games, so we called the process of looking through the inscrutable games dump & playing them "playing xtree" since that was the only way we knew how to access them
I keep my files organised in directories on my hard drive, which is a thing the youths don’t do any more, because of woke. I even use silly tricks to handle how they’re organised. Did you know you can put a ! on the front of a directory name, which will ensure it’s always sorted to the top of the list, so if there’s some sort of universal toolset or template directory you want, you can use that to keep it up the top for easy access? These are useful tips for if you want to run the Windows version of Xtree Gold, which they call ‘Explorer’ to manage your files.
I keep my games in progress there. Hypothetically, that’s also where completed games go. I haven’t completed many games this year. Or last year. Or — look, it’s been rough since basically 2020, that’s when I can say for sure things got difficult. There have been a lot of reasons to slow down production, not the least of which is just money. Making games is a hobby and it costs money and I’ve just not had as much to play with lately. Shipping costs have changed, production costs have changed. I’ve talked about this before.
But those are why the game doesn’t get pushed to a product that I can sell you.
As of this moment I have 34 directories in my GameDev directory, with components of games of some degree or another, that are all labeleld as, in their own way, ‘WIP.’ Works in Progress. What are they waiting on? What is keeping the Works In Progress as In Progress?
There’s a piece of terminology you’re going to hear me use here, which is something-complete. Art-complete and rules-complete are the two big ones. That’s not the same thing as done though because games are more than just their rules and their art. There’s a final step which is all the presentation; putting the art in the card frame for people to read, making packaging, and presenting rulebooks. That stuff is things I’ll refer to as ‘presentation’ here.
The Botch
Start Date: This is a revision to the game planned in 2021.
Current State: This revision is art-complete and rules-complete kinda.
The Botch is one of my most successful games — in the context of paid games, it might be the most successful one. It was made in a week with the art of a great friend, who was also similarly easily inspired to burn on a project fast. I like it a lot but over time I’ve grown a want to improve things about the game.
First of all, the game’s original microgame form factor was an allure because it made it cheaper. No box, no tin, you just got the cards and you could put them in whatever container you liked. I’ve learned this isn’t pleasant to most people, they want a box to put it in. Second, there are some wording changes I want to standardise, particularly around reactive items like the Dog and the Drink. Third, this game is hard for players to play confidently at first.
What I want to do with a revision of The Botch is:
Compile The Botch and The Botch is Back into a single tuckbox sized game
Standardise the rules text across all cards
Make reminder cards for the items and roles for players
Adjust the rules for potential lock states
Make a new tuckbox for the game
Hypothetically if there’s room for a stretch, add a timer micro-expansion, ‘Botching the Clock’ that gives the game a limited number of turns
There’s nothing holding up most of these wants beyond the feeling that I can afford buying test prints from whatever source I have on hand. I currently have four options for that:
DrivethruCards
Gamecrafter
A local printer whose name I don’t know
A local (as in Australian) game prototyper whose name escapes me
Unicornicopia
Start Date: This game was meant to be available Christmas 2018
Current State: The game is a collection of pieces. It is not quite art-complete. The rules system is barely started.
What happened? The subject of the game turned fourteen! This game was made for a kid who was turning eight, and then things kept it from being available on time, and it got forgotten. But since that kid changed, so has the stuff that kid can handle changed.
Originally, the game was designed to be conflict-averse, so nobody had to feel like another player was punishing them. It was also designed to be non-complex, so a kid wouldn’t be overwhelmed by the things happening to them. There was also a push to make the game gentle in what it asked you decide, so the outcomes were pretty even. These are all effects that make a game a little soft feeling, a little toothless, even if it’s complicated to make. It’s not bad to make games for conflict averse kids who aren’t good at math, of course!
What I have here is a concept and some math. The thing I’m trying to fish around for now is the idea of a game where you’re collecting pairs of cards to make Unicorns; one half of them show butts and one half of them show heads, and you stick them together. Each card has one and a half symbols, and if the two halves match when you stick a unicorn together, then you get a third symbol. Each pairing of Unicorns does something to your symbols – right now, the only option I have is increasing or decreasing your score – and I want it so no unicorn card does anything to its own ‘half’ symbols. If you have a unicorn that’s got ABC on its cards, then you need another unicorn that does something to B cards to get anything special out of that.
This system intrigues me, and I like the aesthetic and the funny names you can get out of jamming unicorns together?
Lysen Co.
Start Date: I made most of the work on Lysen Co late in 2023.
Current State: Art complete, rules complete, ready for a playtesting copy.
What’s holding up Lysen Co? The push I think this game needs is the feeling that I can get a prototype made. I need to look into the services that will get me a prototype and how quickly. As it is, the game is almost ready for a prototype copy – art-complete, rules-complete, and it’s even got the structure file I use to produce the prototype PDF!
But I feel like unless I can then do something with that PDF, then it’s just going to sit on my hard drive. I want to print it out and take it somewhere and playtest it. I have a class of students who I’d love to show me playtesting!
Also, making the pdf using the structure file is a little intimidating. I keep wanting to ask Fox for help doing it, and then modest resistance stops me asking.
Die Rich
Start Date: This game had its rulebook started in 2017
Current State: Art-complete, rules-complete
Die Rich is so complete I have a copy in my bag. I have played it with my students. I have played it at conventions. I like this game a lot. Right now it is waiting on a proofread and art revision from someone else and a decision on how many copies of it we can afford to stock. At the moment, that number is not a big number, which sucks.
I’m told the box is a little drab and could be made a bit better looking and the overall look of the game could use improving, so I’m waiting on being able to consult on ways to improve that, but as it is? I could just flick a switch on DriveThruCards and make this game available for sale right now. It wouldn’t have a properly written rulebook available anywhere, though.
I should get in the habit of doing this.
Check it out on PRESS.exe to see it with images and links!
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2021 Rockefeller Center Christmas Tree A 79-foot-tall Norway spruce has officially been selected as this year’s Rockefeller Center Christmas Tree. For the first time in the history of the event, the iconic holiday tree hails from Maryland. On November 11, the 85-year-old, 12-ton tree will be cut down, hoisted by a crane, and delivered to Manhattan via a flatbed truck that Saturday.
A family from Elkton, Maryland donated the tree for this year’s event. Rockefeller Center officials look for a Norway spruce in the later years of its life that measures at least 75 feet tall and is 46 inches in diameter. After arriving at its new home in Midtown, the Rockefeller Center Christmas Tree will be decorated, with the official lighting ceremony planned for Wednesday, December 1. The tree will be lit daily from 6 a.m. to 12 a.m. and for 24 hours on Christmas Day
General Tipo del artículo Gaming Marca TEAMGROUP Garantía 2 Part Number TF10D416G3200HC16CDC01 Categorías MEMORIAS RAM Reposición – Etiqueta No Peso Volumetrico 0.08 Kg. Memoria Tipo de memoria interna DDR4 RAM 16 GB Forma de…