Subject: Re: [stella] New game concept From: Mark De Smet <de-smet@xxxxxxxxxxxxxxx> Date: Sun, 19 Nov 2000 16:10:51 -0600 (CST) |
> I've been lurking on this list for a few months (and a few years ago, as > well) and have been toying with the idea of writing up a 2600 game for some > time.. I have a concept that I'll run by everyone and see if it is > do-able/play-able. This is really a twisted concept, but I like it. As you say, there isn't really anything like it, the closest is probably kaboom. Given that kaboom is really fun, your game could very well be great fun to play. As Chris pointed out, I think you are limited in how you are going to draw it on the screen. If you do a 'zoomed' in view so that the tracks look horizontal like Chris is suggested, I can be done without to much difficulty. However, I don't think the theme would be quite as clear. As then you probably wouldn't be able to see the stuff to grab very far in advance. Drawing the whole disk would be great, but I'm sceptical on how you are going to draw a disk with spaces (presumably wedge shaped) rotating. Best way I can think of makes the data very small(ie 1 pixel). You could draw the disk with anycommon method; it would not 'move'. Then add a hub of some sort with a screw or something that rotates to give the impression of rotation. On top of that you'd have to add your data. You could do your data bits with ball/missle/missle, but that is only 3. Then you would probably have some color changes of them as it goes around because you are probably going to need to use the 2 players for the disk head/arm and the hub. I think Chris' idea of keeping the data buffers full is a great one, because you can allow the player to get a little behind, but still be able to catch up. You could have a new set of data appear after each one is read, then your level speed would depend on how fast stuff is taken out of the buffer. Have you programmed anything for the VCS yet? This would probably not be a great one to try for a first program. Best sorts of games for a first attempt are ones with not to complex displays. If however you use Chris' idea of making the tracks linear, it shouldn't be too hard at all, and is quite doable for a first program. Mark -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] New game concept, Chris Wilkson | Thread | Re: [stella] New game concept, Glenn Saunders |
Re: [stella] New game concept, Glenn Saunders | Date | Re: [stella] New game concept, Glenn Saunders |
Month |