Subject: Re: [stella] Robot City (alpha) From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Thu, 22 Aug 2002 15:52:58 +0200 |
Erik wrote: >mazes Well, I'm currently working on a level generator, so there will be an (nearly) unlimited number of mazes! >I like the shimmering shields. :) I am also impressed by how >little it seems to flicker on a real TV. I hoped it would work on TV. :-) >collision detection For now I'm checking the tank direction very strict, because that's the easiest way. But I could add a little margin. >numbers Those are *very* preliminary now (coming from my attempt to squeeze everything into 1K) and I'm currently using them for debug output only. >I like that the enemy tanks can shoot and disable each other, >even (apparently) through their own shields. That opens up >another strategy for the player - try to force the enemy to do >this. Yes, that's one of the concepts I like. >Maybe what's needed is a little extra incentive to finish a >round. At this point you could conceivably just wander the >maze and try to avoid combat. In Dig Dig, after a certain >amount of time, which grows shorter with each round, the >monsters all speed up, as does the background music. Right, the gameplay needs some extras. I like your suggestions and I'll check them. Speeding up the tanks (when the player needs too long) is a good idea. Have fun! Thomas ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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