Interview with Steven Green, author of Sleeping Gods Lie By Dave Russell The author of Sleeping Gods Lie, Steve Green, runs a bulletin board in Oxford and it was there that I got him to answer a few questions about the game and, in particular, my opinions of it. DR: Do your initials have anything to do with the game's title (SG ... SGL)? @~SG: Its real title is "Let Sleeping Gods Lie", with a silent @~"let", but the "let" got dropped somewhere along the way. It's @~not really coincidental that my initials are in it (SG). Before @~we came up with that, it was called "Steven's Wonderful Game". How long did it take to write and debug? @~I started it in January 1988 and it wasn't completed till May @~'89. Most of that time was spent working intensively on SGL. As @~well as me, there were graphic designers (Kate and Luzita), and a @~game designer (John). John put a lot of work into it, including @~coming up with the plot and writing a GEM-based entry system AND @~entering the data. So it probably took something like 3-people- @~years overall. Approximately how many hours play will it take to finish the game? @~I'm not sure really. If you know the solutions you can do it in @~about half a day. An average games player might take a fortnight @~playing it for 4 hours a day - say 50 hours. However, you could @~then go back and play it as a shoot-'em-up instead to get a @~higher score. When you get stuck, there aren't any clues to put you on the right track again which is a bit disconcerting. Was this deliberate? @~It was intended that you should always have clues given to you as @~you progress. This is what characters like the prince, princess, @~hermit etc are there for. Though if you shoot them, they won't @~help you at all. On the last level, the hermit literally led you @~by the hand. The problems themselves are not very difficult. The @~game was really designed to be an arcade game with the adventure @~element to add some depth to it. If you just wander round @~shooting things, you would be bound to stumble across the @~solutions by accident! The graphics/animation are very fast and detailed. Did you spend a lot of time optimising them? @~I originally had the idea for doing 3D graphics like that and @~that is what the project was built around. There aren't any other @~games that use bitmapped 3D images in a true 3D environment. The @~nearest thing is probably Paul Woake's Backlash though that @~didn't dynamically size sprites like SGL does. @~Most 3D games are pseudo-3D or made out of vector graphics (which @~I personally don't think look very attractive). I was @~disappointed with the speed of the final game and thought that @~would be its major criticism. @~Most of SGL was written in "C" - I have, of course, been spending @~time optimising them since and they are faster now, partly @~because I'm doing everything in 68000 and secondly I'm @~simplifying the data structures because the technique was capable @~of things that were never used in SGL, such as cylinders and @~cubes. There seems to be a bug when you are standing next to the sea and try to walk along the shore....? @~It's not really a bug, just a limitation of the method used to @~draw the sea. As you've probably guessed, it is done by changing @~the colour in a raster interrupt. So it has to be horizontal. It @~tries to calculate the mean difference from you so it will look @~strange when looking along it. I wanted to be able to limit the @~player from going near enough to it for it to be noticeable. There are a distinct lack of safe places to recover after battle. Are there any places where you can avoid being attacked? @~Inside buildings and caves are generally safe eg on the second @~level (dwarves), you would be safe in the spider's cavern but not @~in the general tunnels. Does playing at double speed have any disadvantages? @~I only put the double speed option in under protest. I suppose @~the only real disadvantage is that when you are in combat your @~reaction time has to be quicker. Also the collision detection @~routines don't work so well at double speed so your missiles are @~less likely to hit! Was more interaction with characters intended originally? I would have liked to be able to talk to them/get info out of them. @~As I said before, this game was conceived as a shoot-'em-up with @~added adventure. If I do a SGL2, then it'll be much more of a @~conventional role playing game with character interaction, @~probably selecting from fixed phrases via a menu system rather @~than typing. Do you think an icon command system for take/drop/use would have been better than the take/use automatically? @~Yes, originally it was designed with icons in but they got @~thrown out somewhere along the development, I can't really @~remember why now. There's never any reason not to pick something @~up in SGL except perhaps for food when your stamina is already @~high. Be thankful you can change weapons because up till only a @~few weeks before the end of the project, you could only carry one @~weapon at a time and you exchanged weapons by passing over them! Are there any cheat modes? @~There used to be, but I had to remove ALL unneeded code to get it @~to run on a normal half-meg machine. This was a major worry @~because of the dynamic changing of sprite sizes, memory tends to @~get fragmented quickly and we were running out of memory a lot. Next, a list of hints and tips Steve has given for all the struggling SGLers. @~Save your game quite often. @~Shoot the baddies as soon as you have identified them as such. On @~no account shoot goodies such as the hermit, prince etc or you @~won't get ANY help or clues! Once they start to run away they are @~nearly dead so its worth going after them to finish them off. @~Look around carefully so that you don't miss interesting items @~that are lying around. Pick up the ammo the creatures drop when @~you shoot them. @~Keep a map of how areas are connected. The scenery will often @~indicate where you can walk over the edge eg the icy mountain @~level has passes. This article originally appeared in 16/32 on Micronet and is reproduced here by kind permission of Dave Russell and the editor of 16/32, Tony Goodman. To find 16/32 on Micronet, key *800916# or use the keyword *SIXTEEN#.