Main
Alaska
Photos
AlaskaJohn
Alaska John's Search Download

Search v1.0

Hardware Requirements:

386sx - 16 Mhz Processor, 640K RAM
MS-DOS, Windows 3x, 9x or higher
Suggested: Some sort of sound card

Programmer's Notes:

Search is a game I wrote a few years ago, just to see if I could. I had quite a few ideas of things that I wanted to do with a game if I ever got around to writing one, and this was sort of an experiment to see which of those ideas were really feasible. I also wanted to make the code efficient enough so that the game would run on an old computer like the one I was using. As a college student, I just couldn't afford to replace my 386sx-16.

This program is the result. It was written in Turbo Pascal and took about 4 weeks of my free time between college classes. It was a very educational experience, but more than that it was an absolutely wonderful way to spend my free time. I had so much fun writing it, and I would encourage anyone who is thinking about writing a computer game to just go for it.

The most surprising thing that I learned for this and later games I've written is how difficult the art and creativity is. Programming a game is extremely simple; any feature you want to add to the game is just a simple exercise in problem solving. The tough part however, is coming up with a plot, NPCs, personalities, story lines, and drawing the billions of icons, town maps, and country maps. It's amazing how much time you can spend when you let yourself get lost in the 'creative' side of game programming.

This really shouldn't have been quite so surprising. I've long known that the most entertaining games to play were not the ones with the most fancy user interface. Instead, the games that you get lost in are the ones that have the best character development.



Download Search v1.0 Demo
Search 002
Search 003
Search 001
Search 004
Search 005


Search 2000 v0.5

The first version of Search was purely experimental, and I felt a great success. Now that I had proved to myself that I could create a graphical RPG that would impress my friends, I wanted to raise the stakes.

The year was 1999, and it was clear that the first version of Search was about eight years past it's marketability. So, Search 2000 became my next big game experiment.

I knew I wanted to break out of the memory and graphics limitations I was facing with Turbo Pascal on my 386. I moved to overcome this by writing the follow up to Search in Turbo C on my new extremely inexpensive Cirix 300Mhz PC.

I made two major user interface modifications. The first was to increase screen resolution. The second was to move from a top-down 2 dimensional world to an isometric "two-and-a-half dimensional" world.


I was still using the Borland Graphics Interface on a 16 bit DOS platform and the increased resolution combined with the overlapping of graphic tiles required that I come up with some unique solutions to a quickly slowing 'frame-rate'.

At the same time I was also learning quite a bit about modern game writing tools. As a result, it wasn't long before I realized I was fighting an uphill battle. The smartest move I could have made was to scrap 16 bit and BGI all together and switch to the modern world of Windows 9x and hardware accelerated graphics. So that's exactly what I did.

Thus, Search 2000 died.


Coming Soon: Information on the progress of Search 2001: a DirectX game in progress

Books on Game Programming

Search 2000 - 01
Search 2000 - 02



Back to Alaska John's Terra Incognito

Copyright © 1997 - 2001 Alaska John
john@alaskajohn.com

Last updated December 04, 2001