Subject: [stella] Gunfight 2600: Red River From: Manuel Polik <cybergoth@xxxxxxxx> Date: Tue, 10 Apr 2001 23:44:28 +0200 |
Hi there! Another little step done. Now there's a proper handling of everything that has to do with shooting. The River demo should additionally show one litlle *bug* I'd like to exploit as a feature: Since one of the bullets is the ball, it becomes invisible on the river. A nice tricky add to gameplay, don't you think? I was thinking about levels/stages lately and I came down to eight different things I could do, the 'No obstacles at all' & the 'River' approach being two of them. On the other six levels I'm currently trying how they work out. I now made a descission two enhance the two modes that are switchable at the moment (fast/slow bullets) in a way that fast bullets would mean Sheriff-Mode and slow ones Deputy-Mode. I'll add a mandatory reload after 12 bullets are fired in the Sheriff-Mode. Six would interrupt the gameplay too much I think, besides every cowboy has two guns, just take a closer look :-) Another fine thing with 12 bullets is, that I wouldn't need to display a loaded (Sprite-)gun or something like that, but could just present some PF squares as amunition boxes, offering 12 bullets each :-) Funny thing how machine limitations always go hand-in-hand with gameplay/design/story changes. Sometimes even something usefull I didn't even think of like the river stage comes out :-) Greetings, Manuel
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