Jump to content



0

Possible new game idea


35 replies to this topic

#26 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

  • 20,906 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Wed Dec 19, 2007 3:43 PM

View Postatari2600land, on Wed Dec 19, 2007 4:26 PM, said:

What if you get yourself into a spiral? Then once it ends, you're just stuck there since you can't go over the same part twice.
There would be no getting stuck. You'd just slap yourself in the forehead and say "How could I be so stupid!" and start the next round. Crashing of any type would end the round, but not kill you. Only touching the bad guy would kill you. The motivation not to crash is that you get more points the longer you can keep from crashing, plus, your enemy will get faster in future rounds.

#27 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,489 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Wed Dec 19, 2007 3:49 PM

OK, I get what you're trying to say. I'll try and program that in.

#28 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,489 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Wed Dec 19, 2007 4:19 PM

There. It's programmed in. The game is much more harder than it used to be though. I also had to get rid of the attract mode.

Attached Files



#29 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

  • 20,906 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Wed Dec 19, 2007 4:42 PM

View Postatari2600land, on Wed Dec 19, 2007 5:19 PM, said:

There. It's programmed in. The game is much more harder than it used to be though. I also had to get rid of the attract mode.
That's almost right, except you don't have the player crash when he hits the border. The player could get stuck that way. Once you fix it so the player crashes when he hits the border, that part will be perfect.

#30 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,489 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Wed Dec 19, 2007 6:42 PM

View PostRandom Terrain, on Wed Dec 19, 2007 2:42 PM, said:

That's almost right, except you don't have the player crash when he hits the border. The player could get stuck that way. Once you fix it so the player crashes when he hits the border, that part will be perfect.
Here's a version where you can crash into the border.

Attached Files



#31 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

  • 20,906 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Wed Dec 19, 2007 11:40 PM

View Postatari2600land, on Wed Dec 19, 2007 7:42 PM, said:

View PostRandom Terrain, on Wed Dec 19, 2007 2:42 PM, said:

That's almost right, except you don't have the player crash when he hits the border. The player could get stuck that way. Once you fix it so the player crashes when he hits the border, that part will be perfect.
Here's a version where you can crash into the border.
Thanks. That's better. Now we have to get more people to try it and see what they think.

#32 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,489 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Thu Dec 20, 2007 11:11 PM

If you die on the right hand side of the screen and the enemy is on the right hand side, you have a greater risk to crash into it. In this version, I changed it. If you die on the right hand side of the screen, the enemy will appear on the left-hand side.

Attached Files



#33 Random Terrain ONLINE  

Random Terrain

    Visual batari Basic User

  • 20,906 posts
  • Controlled Randomness
    Replay Value
    Nonlinear
  • Location:North Carolina (USA)

Posted Fri Dec 21, 2007 6:30 AM

View Postatari2600land, on Fri Dec 21, 2007 12:11 AM, said:

If you die on the right hand side of the screen and the enemy is on the right hand side, you have a greater risk to crash into it. In this version, I changed it. If you die on the right hand side of the screen, the enemy will appear on the left-hand side.
Cool. If you have the space, you could have the player randomly start at one of the 4 corners at the beginning of a round and have the enemy appear on the opposite side.

#34 Fort Apocalypse OFFLINE  

Fort Apocalypse

    Stargunner

  • 1,593 posts

Posted Sun Dec 23, 2007 8:58 PM

View Postatari2600land, on Fri Dec 21, 2007 12:11 AM, said:

If you die on the right hand side of the screen and the enemy is on the right hand side, you have a greater risk to crash into it. In this version, I changed it. If you die on the right hand side of the screen, the enemy will appear on the left-hand side.

Good game!

#35 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,489 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Mon Jun 23, 2008 4:09 AM

View PostRandom Terrain, on Fri Dec 21, 2007 5:30 AM, said:

View Postatari2600land, on Fri Dec 21, 2007 12:11 AM, said:

If you die on the right hand side of the screen and the enemy is on the right hand side, you have a greater risk to crash into it. In this version, I changed it. If you die on the right hand side of the screen, the enemy will appear on the left-hand side.
Cool. If you have the space, you could have the player randomly start at one of the 4 corners at the beginning of a round and have the enemy appear on the opposite side.
Added. By the way, I'll have to come up with a new name for this game since Project X is already taken by something else.

Attached Files



#36 atari2600land OFFLINE  

atari2600land

    Quadrunner

  • 6,489 posts
  • All hail the zyzzyva!
  • Location:Salem, Oregon

Posted Mon Jun 23, 2008 7:42 PM

Added a 505-point bonus if you fill in all the squares in a level. Also did some minor tweaks to the score. By the way, there's a contest to name this game here. I have <600 bytes left.

Attached Files






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users