Subject: Re: [stella] Collaboration From: Thomas Jentzsch <tjentzsch@xxxxxx> Date: Wed, 15 Jan 2003 21:10:25 +0100 |
At 15.01.03, 17:54, Glenn Saunders wrote: > Looks good but note that we _might_ need to change it to 8x2 visible > tombstone scanlines so that they are the same height as the zombies. Or reduce the height of the zombies. BTW: Normally tombstones are a little bit smaller than the people buried under them. ;-) Do you know what tombstone raster Death Race uses? How many columns and rows? The screen shots I have seen, look like there are about 14 columns and maybe 10 or less rows. > A or B, but more likely B. I'll have to "quantize" where a tombstone shows > up so it won't just appear right on top of the zombie but it will be the > closest available tombstone quadrant. If I use A it won't be easy to > distinguish individual tombstones anymore, but it does provide some extra > accuracy in positioning. The screen shots I have seen look more like B or C. And IMO C would look best (most random) as long as there are not too many tombstones on the screen. BTW: What will happen if a zombie is killed very close to an already existing tombstone? And will there a chance to destroy already existing tombstones (like the mushrooms in Centipede)? > In the design I have for an improved gameplay mode each zombie is teamed to > a car and you are supposed to defend your zombie while running down the > other. Each zombie starts out on the safe-zone of their car's side and try > to make it to the other end. Points are earned/lost based on how many of > your zombies make it to the other side and/or how many you stop from > getting to your side. It's almost like football in that respect, or a > football in which two players are making for opposite goals at the same time. Nice idea, and a little bit more "human" than the original. :-) > I think the effect would work better with colors that aren't opposite, > maybe red blue. But still I don't think it's necessary for this game. Accepted. :-) > Since the colors I chose for the players are roughly the same intensity > you'd have a hard time following things on a B&W set anyway. The 2nd > player has to be made darker when in B&W mode. That shouldn't be big problem, because the aren't any color changes inside the kernel. > The title screen might not make the final > cut if ROM runs out, and even if I keep it in it would only show up on > power-up. Even if there IS ROM left over I may take it out just to further > minimalize the aesthetic. I only made the title screen to see some > tombstones without having to implement the collisions. Since the title screen uses the same kernel as the game it won't need very much ROM at all. > There are a lot of little details that I think are important in doing a > game on a classic system to make it look like it was written back in the day. So DD will become the ultimate retro homebrew, right? ;-) Ok, what about the grenades (ball)? To finish the specifications for the kernel, I need to know where (vertically) you want them and if you want more than one simultaneously on the screen. Have fun! Thomas _______________________________________________________ Thomas Jentzsch | *** Every bit is sacred ! *** tjentzsch at web dot de | ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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