Subject: [stella] Porting Sea Wolf 2 From: Manuel Rotschkar <cybergoth@xxxxxxxx> Date: Sun, 28 Dec 2003 00:49:21 +0100 |
Hi there! I just thought to discuss a a possible 2600 port of Sea Wolf 2 to the 2600. For a reference of what I'm trying to achieve, here is an old mockup screen I did long ago: http://home.arcor.de/cybergoth/xype/seawolfmock2.gif First, let me introduce my plan for the kernel: -----------------Tech-------------- I'd like to do it with a technique using "half" of a moving 6-char kernel. That way I can do 24 pixel wide sprites like in: P0P1P0 The basic technique behind this I already have proven to work with the Starship 1 demo I posted a while ago. That leaves both the Ball and M1 as possible "torpedos". Flickering them like in Gunfight provides 2 torpedos on the screen - per player. The main display would be striped vertically, possibly 8 times like this: shipline shipline shipline mineline mineline mineline playerline playerline The main technical issues yet to solve are: 1. Smooth in and out movement of things on the sides 2. Displaying the missiles inbetween the stripes While the first is basically "a lot of work", the second might be way harder to achieve. Between the stripes a horizontal reposition must happen and the kernel must be kicked in again with very(!) precise timing. I have some ideas, but it simply just may be impossible. Second, there's gameplay issues to solve (which is IMHO even harder...): -----------------Gameplay 1-------------- Once again, the arcade is timer based. If you shoot enough enemy ships before it exceeds, your playtime gets extended (Or you have to insert a new coin) That's bad. I don't like this idea at all. But then what else? In theory, I could make the ships dropping water bombs, but as described above, the kernel can't do that. Unless I limit both players subs to one torpedo each (hm...) and have the particles recycled for water bombs every other frame. Another Idea, very similar to a timer, would be requiring a certain percentage of kills per round. Or reaching a certain score. Next idea would be a stricter parting into the one and two player mode. While the enemies could return fire in the one player mode, the two player modes could aim for other goals to achieve like who's scoring more during a timed (phew...) run... Well and then, the complex kernel doesn't leave much room for adding gameplay: -----------------Gameplay 2-------------- Basically you have ships passing with differing speeds, mines blocking your path and other subs that will dive if you don't shoot them quick enough. That's not too much of variety. I've played some Polaris (VCS) and some more "Seafox" on the 8 bitters, and I somehow like the more freedom that is added to the subs movements on the bottom. It also offers more flexibility and allows a few gameplay enhancements, but on the contra side this can't be done with 24 pixel sprites anymore, so I'd have 6 hires stripes in the center of the screen and two 8 pixel subs at the bottom. Well, might be the compromise to go for... Any additional input appreciated. Greetings, Manuel ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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