production

Futura

Download 2004_futura(possepress).zip

Credits

  • Code — NoRecess

Credits as given by the production itself.

Futu(R)a was the cover game of Code(R) #11, written for the magazine’s game programming section: a ship races along a track suspended in the sky, jumping the gaps before the clock runs out. The concept is freely borrowed from Trailblazer on the Amstrad CPC.

The point of the exercise was the method rather than the game. Each pair of pages followed one stage of the build: settling the concept and the development environment, then the methodology, the main classes and the algorithm behind them, the three-dimensional views drawn through DevLib, and last the trimmings — the menu, the ship selection, the synchronisation between two screens. It closed on the two design patterns the code leans on, a singleton and a factory, and on what was deliberately left undone: playing over a network, and more kinds of tile.

Before the race the player picks a ship, each with its own grip on the ground, top speed and jump length. Two can play at once, the window splitting in two, each half keeping its own score, jumps, lives and clock.

The title screen of Futu(R)a, with a planet rising over a blue horizon
The title screen: play alone, play with a friend, instructions, quit.
The ship selection screen, showing grip, top speed and jump length as bar gauges
Each ship trades grip on the ground against top speed and jump length.
The ship running along a suspended track under a green sky
Score, jumps, lives and time along the bottom of the screen.
The window split in two, each half following one player along the track
Two players, one window split in two, each half with its own score and clock.
The ship in the air above a gap in the track
A gap in the track: jump now.