Piggles, on Thu Mar 26, 2009 11:55 AM, said:
As for gameplay, will the blaster have limited shots? Will you perhaps have to find ammo clips or power cells for it?
Yep. I just implemented this. I tossed out the animated lives module and just went with the native pfscore. The blaster and several other items in the game are limited-use items and are being tracked by the right status bar, which will change based on the current item and its stock of energy/ammo. Player shield strength will be tracked by the left status bar.
Piggles, on Thu Mar 26, 2009 11:55 AM, said:
That's a pretty neat idea. Awhile back I came up with a program that simlulated proximity to a light source, with the player and enemy sprites increasing their luminance as they neared a light source, and decreasing when they moved away. I never posted the binary, but I've been thinking about revisiting it for this game.
Piggles, on Thu Mar 26, 2009 11:55 AM, said:
Thanks!
Piggles, on Thu Mar 26, 2009 11:55 AM, said:
I'm trying to write a proper design doc for this game, and that's the bit I'm working on right now. Thanks in part to the generous SARA, I'll have four 30hz virtual sprites to work in core gameplay.
- Sprite1 is a 60 or 30hz P0 reserved for the player character
- Sprite2 is a 30hz P1 reserved for one of the following:
*A Primary Enemy in the room (if any is present)
*An Interactive device (i.e. a computer terminal, a power station, your getaway ship, etc)
*An Item left behind by a dead enemy
- Sprite3 is a 30hz P1 reserved for one of the following:
*A Secondary Enemy in the room
*An Item, Projectile or Effect in conjunction with Sprite2
*An Item left behind by a dead enemy
- Sprite4 is a 30hz P0 reserved for an Item, Projectile or Effect in conjunction with Sprite1 (i.e. the slashing sword)
As it stands, Sprite1 doesn't flicker unless you are using the sword (Sprite4), when it does so at 30hz, although I may change this, since some people prefer constant 30hz flicker to variable amounts of flicker. For picking up, dropping and exchanging inventory items, I am thinking of avoiding the whole process of trying to involve them in onscreen object update, and going with a "locker" system. There will be lockers scattered throughout the complex, likely represented by a Sprite2 or by some combination of the ball and playfield pixels. When standing on one of these devices, you will be able to exchange items in your inventory for items in the locker using the right joystick. I'm going to include this in my next update to see how well players think it works and maybe get some feedback on how it might be improved.
*EDIT: Only a Primary Enemy can drop an item. These would be persistant enemies (like "Mutant X") whose world position is tracked. The item the enemy is carrying would basically function like another frame in their spritesheet, activated when their death-flag is set. Since a Primary enemy's world position is tracked, the item would appear in the room they were killed in, and would function the same way that a locker does (i.e. when standing on it, you could use the right joystick to exchange it for one in your possession.)
Cheers,
Jarod.
Edited by jrok, Thu Mar 26, 2009 11:36 AM.














