As a side note to this, I will try and explain the dynamics of the movement of all creatures as best I can cause I'm not certain if all scenarios will hold up to the movements I have planed.
If a creature comes from a spawn point then it will travel towards you. That is its main objective. If others are spawned, then they will do the same. If you are above them, they will group into twos as close doubles. If they are the only ones of that particular enemy on that horizontal section for them, they will flicker in order to merge together. If another comes along, it will do the same giving only three at this time. As long as no other type of enemy comes across this area, upto 3 other can join. However, this time the merge will be instant (appear to jump over).
All types (1 2 or 3 copies) can move horizontally just fine. So then if you are to the left or right of them, the sprite image will change accordingly and follow. If there is room for the movement (which may have to be made if it gets priority) they can move diagonally as well.
If another type of enemy has already occupied that horizontal line section when a merge is to happen, it will also be instant. And since they will always point toward you, the animation doesn't have to change for upto all three enemies as triple close. for that type.
As a side note, if the intelligence of the dynamic code allows the possibility of this, then even two to three wide would allow for intermixing of 2 types of enemies.
All of this happens on a per horizontal line basis and in order to reposition properly, at least 4 to 5 scanlines will/need to be between all enemies on the screen.
If by chance flicker happens, then even 2 diffrent types of enemies can only come close to each other as that of multiple copies (8 color clocks)
Some PF items can animate like treasure chest sparkles (sort of lol) and any high level spawn point will degrade as shot. Floor traps and such can animate as well.
I also bet the ball could play some sort of role for flash flicker possibly.
Each enemy or group of enemies will take turns shooting if they do with their respected type of shot.
Since only 2 types of enemies can be on the same line at once, then all rules must keep that possible.
However, quite possibly more than those 2 types could be on screen at once if the smarts are right in the engine.
I really am not sure how to do this game concept, but I can show how it can be done sort of speak.
If the Harmony/Melody cart were targeted for this game. And quite possibly a bankswitch type that could pre-lay out the entire PF section for loading like using self-modifying code to render with in a bank of RAM, the PF can scroll in all directions. A lower frame rate (which is what that game had anyway) can give lots of time to calculate all of this I would bet.
Im not sure how it works cause I haven't looked at the programing necessary to work it, but the Atarivox might give the voice to this game like the original had.
But if 2 player can be done (flicker for player 0 and missle 0), then the atarivox would be mute option for this form of the game.
Anyone care to speculate some? It would help my brain get a wrap around this possible approach with some dialogue. I could use so much input on this thing cause I can
see it but can't figure it out. Ya know.
This would be a lot of data to crunch during 3 to 4 frames. could the DPC pull it off?
Edited by grafixbmp, Thu Mar 18, 2010 12:31 AM.