QUADRANT Revision 0.00 09/23/99 QUADRANT was inspired by a C64 game of long ago - Galactic Empire. Galactic Empire was text only (although it did use color), turn based, very simple, but EXTREMELY fun (at least at the time). Object Of Game ============== Take over all the planets in the quadrant (hence the name). Each planet has it's own Resource Points (RP), which increase over time. Each planet "grows" resources at a different rate, and in different "increments". RP are used in attacking and defending. Controls ======== A - Launch squadrons of 5 ships (RP) each B - Like A, but only 1 per squadron C - "C"hange active cursor S - "S"witch cursor positions L/R/U/D - Move the active cursor (with auto repeat) Player 1 = Red, 2 = Blue Yellow and Green will become AI players (at some point these may become selectable) How To Play =========== The = cursor is the players SOURCE cursor. The || cursor is the player's DESTINATION cursor. Only one cursor can be moved at a time. The ACTIVE cursor is BRIGHTER than the INACTIVE one. ("C" to change, "S" to swap positions AND CHANGE). The top two lines show rudimentary "stats" on the planets under the SOURCE (top line) and DESTINATION (second line) cursors. (Player 1 is on left, player 2 is on the right). NOTE! Currently all that's shown is planet number (who cares), and current RP. Squadrons are launched by positioning the SOURCE cursor on a planet you own, and putting the DESTINATION cursor on the planet you want them to fly to. How "big of an attack" to make is determined by how long you hold the A or B buttons down. If enough fighters arrive at a planet, it will be taken over. NOTE! Planets take some damage from this. If the players fight over the same planet enough, it will become so damaged it becomes worthless. Designer's Notes ================ In porting the concept of G.E. over to the SEGA, I had to make some changes. 1) Real time, not turn-based. 2) In the original game, players used a keyboard to input source planet, destination planet, and number of ships to send. This has been replaced with a "cursor based" input system. 3) In the original game, you couldn't SEE the fleets. Because QUADRANT is not turn-based, I felt the other player would already know where you were sending your ships, so there was no advantage to hiding them. Known Bugs ========== Although the game does detect a winner, and go to the next quadrant, I don't believe you can really continue playing. There's some garbage on the screen, (when the next level is displayed) indicating there are probably some memory stomping bugs on the loose. I decided to post what I had, so I could get feedback sooner. There's a bug in the "stats" display when you hit "S" with only one cursor on a planet. (Harmless, but I haven't found it's cause yet). "Battles" are completely deterministic at present. I may or may not add some randomness to them. In the original G.E., each player only started out with one planet, the rest were neutral. Feedback Request ================ I REALLY would like some feedback on this game design. Should the planets be bigger, allowing more graphics detail, but at the expense of a smaller playfield? Would it add to playability to show "ship icons" instead of pixels? What can be done to improve the User Interface? What would make the game more fun? What currently makes the game NOT fun? What should be removed? Should the battles be random? Acknowledgements ================ Thanks are due to my first round of ALPHA TESTERS: Kyle Banks, David Turner, and William Turner Kevin Banks / kbanks@ro.com