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Payback

8 May 2002 | PDA-izing Payback

The Intent version of Payback has progressed well over the past couple of months and is now fully playable. In addition, the following features have been added:

  • Custom maps can be loaded even if they are still compressed as LHAs. This reduces disk usage considerably.
  • The title screen has been redesigned to make it more visually appealing and easier to navigate with a mouse or stylus.
  • A random mission generator has been added.
  • Different camera angles and cross fading when viewing a replay in rotating view mode have been added.
  • The replay files have been made even more compact - they now only use an average of 4 bytes per second at 30fps (they used 60 bytes/second before).
  • The blood effect has been made more subtle.
  • The peds, drones and the police have been made slightly more intelligent.
  • The explosion shockwave now warps its surroundings as it goes past.
  • The demo version can now be played more than once before exiting.
  • Various bugs have been fixed.

The main emphasis now is adapting the game to the capabilities of a PDA. In particular, this means redesigning the control system and reducing the memory usage. I'm planning on doing this by introducing a custom virtual memory system that automatically juggles graphics and sounds in and out of memory as and when they are required. Hopefully this won't take more than a few weeks so the port should be complete by the end of the month. (Fingers crossed! :)

James Daniels (james.daniels@apex-designs.net)
Apex Designs (www.apex-designs.net)

For more information about Payback, click here.

 [ s c r e e n s h o t s ] 


The lighting effects look great in 16-bit   You can now load custom maps

The motion blur in action   The game now uses different camera angles and crossfades when viewing replays

Even with all this going on the game is still smooth



" In an organisation, each person rises to the level of his own incompetency. "
The Peter Principle