Small games

This page is dedicated to little games I wrote trying out different things. Those games use the text-console as user interface, which seems a great opportunity to say that the modernity of recent Windows-versions make the beginning of game-programming a little bit more complicated as a lot of overhead is involved when compared to times when one could simply write to the frame-buffer. Maybe I'll have a look on what has to be done to make drawing pixels to the console-window possible should I write more of this. The executables of these games are well below 64kB of size. Note that - in contrary to my habits - this is not portable to linux without further work - extended console functions are used for the UI. The PC-versions of the games that serve as prototypes are freely available here. These are to be the first applications I'll try to port to iOS.


ari_lines is a strategy game where players place units on a map and try to spread their influence. This was also more or less a practice-test for the solution of a problem I came across when writing a somewhat larger project: Basing random storyline generation on happenings caused by the actions of agents and visualizing/approximating the long-term dynamics of influence maps with different settings. The easy creation of AI-Players(agents) was the reason to give ari_lines a quite simple ruleset. If someone wants to start an AI-tournament with me, write me an E-Mail.
Note that the UI-Messages are in German - strangely as this served as a practice test for internationalization-functionality (something I'm going to write a tutorial on as there were and are quite a few pitfalls). But as the project evolved I was tired of keeping the string-tables for english and german in sync.

Source code and win32-binaries

My maze

The beginning of a little role-playing game whose source has a quite C-ish charme. This is how I guess games were written in times of the Commodore 64, Atari ST and Amiga later on. That means this program gets quickly to the point - there is no fancy class-inheritance and no thought was spend on code-reusability. Although I did not really take any look on the source-codes of old games I oriented myself more on less on how player-interaction was done when writing mods for Quake I. Choosing the name "maze" is quite funny in hindsight as the game has no end, if one doesn't die. I made the first map larger and thought of some things to add there but didn't continue implementing it. The maps can be found in the data-subdirectory and easily be modified - i used stars where I thought of adding things.
Source code and Win32-binaries
This has a discontinued OpenGL-GUI. Switching between the UI-versions is not yet done via defines, but as the GL-UI isn't playable yet as there is user interaction apart from walking around is unimplemented it is not really worth downloading.

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Copyright (C) 2012 Heiko Lewin