Spent a bit of time early this morning to knock out the most basic vector editing features in my SCI0 pic editor. The SCI0 pic byte-code is very terse; it doesn't even have closed polygons, just lines that happen to touch each other when rendered to the frame-buffer.
I'm sure this whole UI layer will need a refactor soon, but its definitely another step in a "useful" direction. Just a few core features left before a "beta" is viable.
In my opinion, amongst all the SCI0 era games LSL2 and Codename: ICEMAN really benefit from aspect-ratio correction and some post-processing/CRT-simulation. I get "purists" saying that its not "real" EGA/PCjr graphics. But... yea, I think it really helps.
Floating around online, there are some original scans of the Colonels Bequest design document. Included are some 80's printer sheets that have this very specific style for background art review. I really wanted to recreate that look in scibud, for no other reason than cause. But... yea
Left side: design documents. Right side: the debugging output from scibud. Not too shabby.
I should recreate the paper-yellowing and water stains from years of use.
Also, a look at some early sketches implemented in-engine for testing and prototyping: The entrance to the water fountain. Which originally was labeled "maze entrance", which I actually didn't realize that perhaps the original design had a hedge maze puzzle that was supposed to be here instead of going directly to the fountain.
@32bitkid Come to think of it, that rectangular hedge does look like it's meant to be a maze. I'm glad it didn't happen, though. There are far too many mazes in Sierra games of the period, and they're never fun.
#BASIC turns 60 today! Happy birthday from the PCjr. Sometimes, I wonder what path my life would have diverged into if I had never had access to a computer and a book on BASIC programming as a kid.
The image/source is originally from Icons & Images by Elmer Larsen from 1985. I typed it in and tweaked it with PC-BASIC, then transferred it to a working PCjr with a gotek floppy drive.
For anybody thats interested, I've extracted and published my little WebGL CRT-filter renderer. I'm using it on my own personal site for some CGA/EGA visualizations, but I'd be really interested if anybody uses it to do something else cool. 🍻