Re: Aw: Re: [stella] Gunfight 2600: Scenarios complete

Subject: Re: Aw: Re: [stella] Gunfight 2600: Scenarios complete
From: Glenn Saunders <cybpunks2@xxxxxxxxxxxxx>
Date: Mon, 01 Oct 2001 09:54:57 -0700
At 01:20 PM 10/1/2001 +0200, you wrote:
I tried that, but I'm not able to draw some recognisable cattle

Yeah, but the idea isn't to make it recognizable as much as presenting a different gameplay dynamic with some rationalized explanation to make it fit into the theme.


The arrows, for instance, are recognizable but they are so big they look like spears. That's not a criticism, it's okay because we are talking about abstractions here.

Another example is the bank. The bank is equivalent in function to the nonmoving stagecoach in Outlaw. It's the properties of the objects that mean more than the shape, I think.

within the given color & resolution restrictions. It all turns
out to be some 'brown something' blobs. Same in black with
trains :-)

That's not too bad, I don't think.


A train would look like this for example:

 #
###
###
###
###
###
###
###

Wouldn't that be:



# ### ### ### # ### ### ### # ### ### ###


The thing about the train is you could have it so that if you hit the engine, it stops.



It's somehow a shame. Those non-shootable objects could
in theory get very big, because I don't need to buffer
them in the RAM. But _since_ they're non-shootable, big
objects would render the scenario unplayable. Phew...

If you did something like a crude stampede of nonshootables across the entire screen then you could present a 3rd party threat to the shooters.


As soon as the obstacle gets bigger, the cowboys
can either hide on 100% safe spots or there's no
more chance to get a diagonal bullet through to the
other side.

Why not implement static rock objects across the whole playfield with ricochet properties so you can get some tank-pong like action going?


Also, regarding randomization, instead of having a single obstacle loop back at a constant rate, you could have random types of moving obstacles come through at random intervals which do not loop back. By making the obstacles more uncommon, and non-looping, they could be more than just obstacles, they could be like bonus targets like the mothership in Space Invaders. This would have a good effect on gameplay especially in slow-bullet mode as you'll be more frugal with your bullets in order to have one available for bonus objects. In fact you could go so far as to have an option of the game where bullets don't kill the other player where you just compete for score against these targets. Of course, at that point you'd want the targets to be able to originate at the top or bottom. They'd probably be too easy to hit otherwise as you'd just move tot he right or left and wait.




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