Re: [stella] Warring Worms Final Debug

Subject: Re: [stella] Warring Worms Final Debug
From: Glenn Saunders <cybpunks2@xxxxxxxxxxxxx>
Date: Thu, 07 Feb 2002 23:10:18 -0800
At 08:31 PM 2/7/2002 -0600, you wrote:
Left difficulty: A=Fast B=Slow
Right difficulty: A=Hard (player can turn back on himself and die) B=Easy
(player can't turn back on himself)
Color = Enable Missiles B/W = Disable Missiles

I don't think using the console switches like this is the right approach. It's not the standard way to do game variations, at least. Reserve difficulty switches for ONE rule so you can handicap one player over another. The way it is now, all rules are global to bother players. If players are of different skill levels, you can't even the playing field that way.


You should do a game matrix on all the others.

For every bit of rule to turn on or off, you will need twice as many game variations as you have now.

As long as the requirements don't exceed 256, you shouldn't have any trouble encoding it into your game because you're probably reserving a whole byte of RAM for the game variation.

Do it like Space Invaders and have it so that if you hold down select and reset at the same time, it cycles through the variations faster.


Glenn Saunders - Producer - Cyberpunks Entertainment Personal homepage: http://www.geocities.com/Hollywood/1698 Cyberpunks Entertainment: http://cyberpunks.uni.cc

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