
So we’ll basically need some sea and sky. Here’s a few mockups. I even tried to do the Red Sea (Black Sea has apparently been done).

This post has been edited by sometimes99er: Today, 10:50 AM
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Posted Wed Dec 9, 2009 4:24 PM
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Okay, we’ll make a game based on arcade games like Depthcharge (Gremlin) and Destroyer (Atari) both 1977.
![]() So we’ll basically need some sea and sky. Here’s a few mockups. I even tried to do the Red Sea (Black Sea has apparently been done). ![]() This post has been edited by sometimes99er: Today, 10:50 AM |
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Posted Thu Dec 10, 2009 3:40 AM
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We choose dark blue waters and somewhat dark skies setting the atmosphere of battle zone. We google a picture of a battleship (in fact a destroyer), decrease the color depth, resize and fiddle around until we get this wonderful and manageable silhouette (64x16 pixels).
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Posted Thu Dec 10, 2009 4:51 PM
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Hey, thanks for all the feedback.
1979 saw an arcade game from Sega named Deep Scan. Same principle. You manoeuvre a ship and try to hit submarines below. Deep Scan had colors. And then it had a radar. ![]() I’m not going to add radar, but I was thinking about letting the subs travel through to the other side of the screen. Well, we’ll evaluate challenge, chance and realistic factors later. ![]() I’ll add score, meter, time, lives, level or stuff to the top line. Next two lines will have some menacing thunderclouds. |
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Posted Fri Dec 11, 2009 3:07 AM
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Posted Fri Dec 11, 2009 9:45 AM
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ok, got inspired a little and just had to this mockup for the title screen.
![]() You could have the destroyer ship being black and move it slowly from left to right over the logo. Ofcourse the "PRESS ANY KEY TO PLAY" font should match the SCORE font and perhaps some more useful text would be better (like points for destroying submarine). As this will be an 8K rom, don't know if you will still have room for a title screen (compression?) How about sound effects? This is great stuff, it was fun doing this quick mockup |
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Posted Fri Dec 11, 2009 2:11 PM
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Whauh, that’s indeed very cool. I had already experimented with big capital letters and reuse of graphics in much the same way.
![]() The big capital letters only consist of 14 characters (defined for the above purpose only). It’s based on a free font called Armor Piercing from Blambot. ![]() Yes, I plan for a few soundeffects and title music. The subs will of course fire back at you with torpedoes, missiles and mines - otherwise there wouldn’t be much of a game. And I still intent for it all to fit in 8K. I can’t afford hordes of different submarine types. I might sacrifice the instructions and the funny idea about settings. I haven’t got any good uncompress routines (other than simple RLE), so I’m not counting on compression for now. |
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Posted Sun Dec 13, 2009 12:31 AM
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Okay, the animation of depth charges is a bit different than with the 3 arcades mentioned earlier. This animation has a maximum of 30 frames per second. Even that might be a bit too fast. I think I will end up with moving and animating the depth charges only every third or fourth frame.
![]() I should probably try out white water splash pixels instead of those dark blue ones. |
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Posted Tue Dec 15, 2009 4:51 AM
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Preliminary sprite layout
#1 - Helper for no. of depth charges used (to have both black, white and red within one character) #2-3 - Top of Destroyer (clouds move behind ship) #4-11 - Depth charges and explosions #12-17 - Mines (drifting) #18-21 - Torpedoes Much like the arcade Time Pilot (Konami 1982), the player stays fixed on screen (everything else moves). |
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Posted Tue Dec 15, 2009 4:22 PM
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Managing velocity
Vertically depth charges moves a bit faster thru the air and slows down thru the water. Mines and torpedoes have constant speed. Horizontally the destroyer stays fixed, but you can move it anyway. You move to the left and everything else but the destroyer moves to the right and vice versa. The clouds move slowly (in one direction), but will be affected by your movement. Also the destroyer accelerates to a certain speed and then deaccelerates to a halt. Of course depending on input from the player. This makes it possible to dodge mines and torpedoes, but also making it somewhat harder to hit those deep sea submarines. I better start coding ... |
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Posted Tue Dec 15, 2009 11:56 PM
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Posted Wed Dec 16, 2009 2:46 AM
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Posted Fri Dec 18, 2009 1:04 PM
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Most of the static character patterns are in place. Title screen constructed. Demo attached. Extract bin from zip or rename extension to rpk. Next up ... Joystick and keyboard driver. Title screen selection. Tried it in both classic99 and MESS. Looking forward seeing more Just out of curiosity: What kind of settings will the "settings" section allow you to change ? |
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Posted Fri Dec 18, 2009 4:35 PM
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Posted Sat Dec 19, 2009 3:39 AM
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Posted Sun Dec 20, 2009 3:50 AM
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0.
It should all fit with 8K. Otherwise I’ll have to make it fit. 1. For this game “standard” keyboard (I think it’s ESDX.) is alright, but with future games I was thinking of TFGHAL (left- and righthand support). I’ll leave keyboard out for now to save some bytes. 2. Trainer mode would be easy to implement. And I probably would want one for tuning anyway. 3. I’m still not sure what the levels are about, so I might introduce lives or a life meter. Life meter with slow repair until score is 100000 (then there’s no repair). I like your idea about entering a code online to share high scores. 4. I guess I’ll spend an entire day, on and off, trying to get them right. This morning my son had a Christmas Sunday Advent gift from his grandma. “Puslespil” is jigsaw puzzle. What are the chances of this being exactly the same font that I chose to use on the title screen. Man, I mean, what are the chances !?!!
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Posted Mon Dec 21, 2009 1:10 AM
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Joystick, menu selection, initial game and exit routines added. Level changed to Lives and for now with small hearts. The hearts really won’t do it for the scene. Looking forward giving this a shot tonight when I get home from work |
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