In Pursuit of Greed (Game + Source) : Mind Shear Software : Free Download, Borrow, and Streaming : Internet Archive (original) (raw)

In Pursuit of Greed was completed in '96 and my second published commercial product. By this time, Channel 7 had morphed into a corporation called Mind Shear Software. At peak, we had 5 full time developers and a number of contractors. Greed was written in C and Assembly and based on the Raven Engine (also used in Shadowcaster, and similar to Rise of the Triad's engine) by Id. This engine was roughly between Wolfenstein and Doom tech-wise. I added many additional features such as transparency, sky box, fixed bugs with sloping floors and ceilings, etc. I also wrote tools for level editing. The graphics were pre-rendered from 3D Studio Max.

The player's goal is to collect various artifacts to reach a required level of value. There are secondary artifacts as well but the primary is required to complete a level.

Raven Engine Notes (from id):

"Right now, the engine supports a bi-quadrilateral projection scheme (ala

Wolfenstein) but with some notable exceptions:

First, the engine supports lighting in the form of distance shading

(i.e. it get darker the farther away one goes in the z direction) for

an added effect of depth. In the future, we will add localize lighting

so that certain rooms can be darker than others and a torch can light up

the surrounding areas (ala Doom).

Second, we have the ability to move along the y-axis and can create the

effect of bobbing up and down as we walk, jumping, falling down, etc.

Third, our floors and ceilings are texture-mapped adding even more to the

visual detail. We will probably put in some detail options including

shutting off floor and ceiling texturing to support slower machines. We

can even shut off the ceiling and provide and scrolling skyline.

Fourth, the engine supports 8 rotation views for any object or sprite

(ala Doom).

Lastly, (not shown in demo) our ceiling and floor tile support morphing for

realistic contours. In simpler terms, we can make some ceilings higher

than others and the adjacent tiles will stretch and morph to make a smooth

transitional surface. We can thus create cavernous rooms with huge

monsters."

Music for In Pursuit of Greed was also written by Andrew Sega. We own all rights to the game and the music. Some critics say the music was better than the game. Unfortunately, I tend to agree. =P

In 2014 Robert Morgan released the source code for this game as freeware with the conditions: "These sources are provided for educational and historical purposes. No assets or code may be used in any way commercially. Personal and educational use only."