Subject: Re: [stella] Shadow Keep (new game) From: Andrew Towers <mariofrog@xxxxxxxxxxx> Date: Tue, 04 Mar 2003 23:35:00 +1100 |
Thanks to those who've tried this on the VCS, and everyone else for all the great feedback :) Nothing is final yet so I'm open to any suggestions for gameplay, graphics, etc.
> Also, I found that you don't quite reach two blocks above > the start of your jump. There's one board in which the > exits on each side are two blocks above the floor, but you > can't get to them.
This behaviour is by design ;) I intend to have a few places where you can come frustratingly close to something, but in reality you have to go around another way to reach it. The room you are talking about is incomplete also.
> I noticed that the player moves at the same speed as the > snakes, which may make it a little difficult to avoid them.
Once again I had intended this to be the case (this is also something I "borrowed" from old games) - you have to avoid them in the first place, or time your movements so you don't end up walking along on top of them.
I can't make the game too easy after all, one of my friends here claims already that it's too easy and "I could get through the whole game without taking any damage!" (This remains to be seen.)
> If it's supposed to be a keep you might want to change the > color scheme two grey or beige instead of orange and green.
The main problem with this is it gives the game a "black and white" feel while you're inside the castle. Since it's fantasy anyway, I thought I might get away with coloured bricks with variations in different parts of the castle.
Argh! Does it really lose sync? *sigh* I'm trying to maintain a stable screen already; it sustains 262 lines per frame throughout the room change (I've checked through a Z26 log) with the same overscan and vblank timings - it uses the same main loop all the time. If it loses sync I have no idea why :( Maybe I've missed something.. does anyone have any ideas?
> You also may want to debounce the up on the joystick to pick > up items so you don't have to be so precise about tapping the > joystick up in order to pick up/drop items.
The technique behind this is a little iffy, since I was trying to keep ram/rom size down (initially this was a 4K project!) so it just checks the "up" direction every 8th frame. I'll rewrite this with proper de-bouncing.
Once again thanks to everyone for the great feedback :) Right now I'm fixing up a few rooms to make a playable demo that can be posted on AtariAge.
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