Short: WRONG WAY DRIVER Author: Abyss Type: game/ocs · · __ _ __ __ : __________/\___________ ______/\________________¦_ _ __\/__ _ _ / / /_//_/~________/ _\_ ¬\_/~ ¬Y~ ¬\_/ \______/~ ______/ \/ 7: \__ ¬|! \__ _|_____ !|_____ ¬|_____ ¬| |! | .|· | ¬|~ ¬| ·|~ ¬| :|~ ¬| :| _ __ _ _ _l____| :|_________|: _____|: _____|! _____;_ __ __ _ __ : `----' `----' `----' `----' :-Sd · . Abyss - The deepest experience WRONG WAY DRIVER cREDITs Code, Gfx & Audio: Pink Needs Amiga 500 (Pal) + 512k Mem or better You took the wrong way on the highway and your gas is running out... Joystick: - Up/Down: Move - Fire button: Acclerate (when you bought the extra!) Keyboard: - ESC: Exit About the tech: The game was born out of an experiment if it would be possible to code a fast Amiga 500 game using C++20 with Coroutines and Lambdas. It was possible! It was even easier then doing my previous C games. The use of Coroutines made a lot of typical state machine code redundant. As a result the game code got shorter and i was willing to animate much more things because of the new gained simplicity and less code 'friction'. The audio was created with "PreTracker 1.5". The audio data takes 7.5kb and precalcs its instruments and fx to 34kb of Chipram. All coding was done with "Amiga C/C++ Compile, Debug & Profile" by Bartman/Abyss. You can get it here for free: https://marketplace.visualstudio.com/items?itemName=BartmanAbyss.amiga-debug Ingame 'on the fly' decompression was done with Doynamite by Doynax. Executable compression was done with Shrinkler by Bifat/Tek. Feel free to contact Pink at https://soundcloud.com/pink_abyss