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Grand Theft Auto (Nov 11, 1994 prototype)
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Build date |
November 11, 1994
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Dump status |
Released
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Released by |
Mike Dailly
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Game
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Grand Theft Auto
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System |
PC
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Genre |
Simulation
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Final build |
EU October 16, 1997 US February 9, 1998
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Release date |
EU November 28, 1997 US March 24, 1998
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A small proof of concept showing the game from a sideways perspective, before being changed for bearing too much resemblance to Syndicate Wars.
Notes
- Formerly hosted on Mike Dailly's website (Archive).
Readme
GTA ProtoType 1 By Mike Dailly
Written on a 486DX66
(11/11/94)
(email: [email protected])
I did this back in 94 (11/11/94 was the date on the CD), and it was
going to be GTA (or "race and chase" as it was then - cops and robbers was the other name considered).
However, after the initial code was implemented ion the game, syndicate wars appeared in a magazine.
It was a little too close for our liking, on top of this, Keith was also having some
problems his version of the engine, since mine was written in pascal+assembler,
Keith had to rewrite it in "C", and speed wasnt holding. (See GTA prototype 2)
This engine is fairly simple, it has 4 "basic" points on the gound. These are placed on an
elipse and rotated; this forms the corners for the world. I then draw lines from each corner
and build a "grid". So, now I have a rotating GRID, I then build points vertically to make
a rotating CUBE array.
Using a 3D map array Map[x][y][z] I set a a cube type and then render these cubes in the correct
place in the rotating cube array - follow that? :)
Each map section can also have an offset, the idea being that whole buildings could be destroyed
easily, and smoothly.
Z - Rotate Left
X - Rotate Right
< > - Tilt Angle
Space - remove roofs/ground
ESC - quit
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See also
Grand Theft Auto prototypes