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Leprechaun versus Lode Runner

Posted by , 18 October 2005 · 8 views

I was thinking yesterday about the various differences between Leprechaun and Lode Runner and came up with the following list (subject to change):- no end of level ladder- no hidden pits / traps- enemies pick up, but don't drop, gold- multiple enemies can fall into the same hole- can't run over enemies in the hole (player falls in the hole & dies)- enemies can't climb out of holes (they "die" and reappear at the top)- enemies can fall & run through holes, same as player (until the hole starts to fill)Most of these differences are a result of only using the background bitmap movement handling. Although it's probably possible to duplicate the enemy/hole behaviour of Lode Runner, it would take more code & effort. It will be interesting to see how these differences change the gameplay. One obvious item is you will only need to dig a single hole to capture all of the enemies, but then you will have to wait for the hole to fill before moving over where the hole was.Enemies not dropping the gold they pick up is because I can't easily prevent having gold reappear in a non-open grid location. There's are just too many variables & situations. Thus, I'm thinking the scoring will reflect this, and part of the objective for each level will be to pick up as many gold as possible, maybe with a bonus for picking up the last gold to end the level.




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