Space Quest 6: Roger Wilco in the Spinal Frontier Development
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Game Design Document
Game Transcript
Exploring Game Resources
Resources Used
- *.V56 — View Resource; 256 color sprite graphics. Location: RESOURCE.00*, RESSCI.00*, patchDir.
- *.P56 — Picture resources; 256 color background graphics. Location: RESOURCE.00*, RESSCI.00*, patchDir.
- *.SCR — Script resources; Scripts (static data). Location: RESOURCE.00*, RESSCI.00*, patchDir.
- *.TEX — Text resources; Texts (deprecated in favor of messages). Location: RESOURCE.00*
- *.SND — Sound resources; MIDI music and some sound effects. Location: RESOURCE.00*, patchDir.
- *.VOC — Vocab; not used.[1]. Location: RESOURCE.00*.
- *.FON — Font resources; Graphics to display text. Location: RESOURCE.00*, patchDir.
- *.CUR — Cursor resources; Mouse cursors (deprecated in favor of v56-based cursors). Location: RESOURCE.00*, patchDir.
- *.PAT — Patch resources; audio patch files. Location: RESOURCE.00*, patchDir
- *.PAL — Palette resources; 256 color palette files. Location: RESOURCE.00*, RESSCI.00*, patchDir.
- *.AUD — Audio resources; voice and digital sound effects. Location: RESOURCE.SFX, patchDir.
- *.SYN — Audio resources; audio synchronization. Location: RESOURCE.00*, patchDir.
- *.MSG — Message resources; text plus metadata. Location: RESOURCE.00*, patchDir
- *.HEP — Heap resources; dynamic script data.[2] Location: RESOURCE.00*, patchDir.
- Sync36 — Sync36 resources; Audio36 synchronization. Location: RESOURCE.00*, patchDir.
- *.WAV — Audio Wave resources; 16-bit PCM mono 22050 Hz audio resource. Location: RESOURCE.SFX, external, patchDir.
External Resources
- *.MAP — Map Resource; lookup tables for the individual resources. Location: external, RESSCI.00*, patchDir.
- Audio36 — Audio36 resources. Location: RESOURCE.SFX, external, patchDir.
- *.SEQ — Sequence resources; cut scenes resources. Location: external, patchDir.
- *.RBT — Robot video resources. Location: external, patchDir.
- *.VMD — VMD videos (external). Location: external, patchDir.
- *.WAV — Audio wave resources; 16-bit PCM mono 22050 Hz audio resource. Location: RESOURCE.SFX, external, patchDir.
Developer Notes
I don't remember when SQ6 development kicked off, but it probably wasn't long after the release of SQ5. I left Sierra in April of 1994. Scott was involved from the very beginning, I really wanted his counsel and involvement, and every single word of the design document went to his desk for review and comment before it was incorporated into the binder. I wish I could remember which parts of the game I wrote narration/dialogue/click events for; I did write the entire demo first. I would probably recognize much of what I wrote and what I didn't if I replayed the game -- I do remember doing a lot of work on the turboshaft, and coming up with beer/sci-fi author puns for Boot Liquors. I don't think I did ANYTHING inside Stellar, since none of that was produced by the Art team by the time I left. (I always worked off the artwork, because I would encourage the artists to add things that they thought of, so I never knew exactly what the art would look like 'til the first versions arrived.) If I had seen any of the body stuff, I would've raised a red flag, because the scale was way, way off -- the various organs should've seemed as large as planets to Roger. That was the idea -- that instead of exploring planets in space, he would be exploring planet-sized organs in the body.
References
- ↑ Type 0x85 resources are 'memory' resources, which are only used internally.
- ↑ The script resource split introduced in SCI01 was incorporated into the actual resource layout in SCI1
- ↑ https://www.facebook.com/groups/54741862568/posts/10159015002907569/?comment_id=10159019311552569 - 2/19/22 - 9:42PM