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5000OPT.DTA
BULLET1.DTA
BULLET2.DTA
BULLET3.DTA
BULLET4.DTA
CREDITS.DTA
DESTINY.EXE
DESTINY.PAS
EIGHT.DTA
ENEMY1.DTA
ENEMY2.DTA
ENEMY3.DTA
ENEMY4.DTA
ENEMYSHT.DTA
EXPLOS1.DTA
EXPLOS2.DTA
EXPLOS3.DTA
EXPLOS4.DTA
FIVE.DTA
FOUR.DTA
GRAPHIC.PAS
LEVEL.DTA
MOTHER.DTA
NAME.DTA
NINE.DTA
ONE.DTA
PAUSE.DTA
QUEUEUNT.PAS
README.md
SCORE.DTA
SEVEN.DTA
SHIPPIC.DTA
SIX.DTA
THREE.DTA
TWO.DTA
ZERO.DTA
title.dta

README.md

From http://www.fieldman.org/destiny/

Destiny

Destiny was my leap from ASCII art to “real” graphics. I wrote this bad boy for a tenth-grade class assignment. Our task was to use a queue data structure any way we wanted. I wrote a bitmap library that used a queue to store picture data – probably the least appropriate way to use a queue or write a bitmap library.

At the time I had a very immature idea of how the VGA card worked and ended up brute-forcing most of the code. Also, it appears that whatever frame timing i used was optimized for the 486 computers we had in our lab; it’s too fast on new machines.

Despite my (relatively) impressive graphics, the gameplay was lacking. It was painfully obvious that Destiny would never be the crowd-pleaser that Albert Kuo’s circle-and-square Bomberman clone was.

I attempted to expand the Destiny franchise with Destiny 2. I wrote smoother graphics code and the keyboard was more responsive. It never really got off the ground, and i was left with a fly-your-plane-through-empty-space game.