EDT: WIP binary attached
The game is called "Charge!" It's working out to be a weird hybrid of Defender, Phoenix and Joust (which, not incedentally, are three of my favorite arcade games.) The action takes place on a medieval battlefield. You control a knight defending your castles from invading armies. The game progresses as a series of Waves, varying the number, type and difficulty of enemies spawned with each new Wave.
The Knight is equipped with a Lance and a Bow. The Lance is automatically deployed when the knight's horse reaches a certain speed, giving him the ability to kill enemy knights and soldiers on the ground. The Bow fires magical Arrows skyward at dragons and other aerial enemies.
A Defender-style radar readout (directly above the score) gives the player information about what is happening off-screen. Each of the surviving castles appears as a light green dot (flickered Ball). The player's position is marked by a single white pixel(missile0), while the invading enemies are represented by other pixels (flickered missile1). An additional play option allows players to track how far away certain offscreen enemies are by displaying a number in the extreme right and left of the screen (PF0).
Play begins with four castles to defend and three knights (lives). Some enemies will focus on destroying your castles, while others will target your knight directly. Play ends when either all your knights are killed or all your castles are destroyed. Additional knights and castles can be earned during play.
I've been developing the game with batari's multisprite kernel, which is simply awesome. Thanks again to Mr. Quimby (and to Mr. Wierer, for his fantastic VisbB IDE).
Here's a couple of pics, showing the system of relative world movement. I'll try to keep posting updates whenever I have new things to show or explain. Cheers!
Charge_rev1.bin (16K)
Number of downloads: 74
132875:progress_3.jpg]
This post has been edited by jrok: Wed Jul 15, 2009 3:15 PM

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