Lendorien, on Mon Aug 2, 2010 2:45 AM, said:
Could you point out a manual from the archives that you wanted to emulate? I started putting together a mockup, using Space Invaders as a template, but would you prefer something else? Did you have anything made in other languages?
Also, perhaps with the asteroid, you could slow down its current speed in early levels and then speed it up to its speed over several levels? Another thought is to tie extra lives with score. Giving an extra life every two levels seems a bit too generous.
Plus, how does the scoring work in the game? Is it based on fuel use?
1 I think Marc (
http://www.freelance...om/atari-us.php) will produce the box.
For the front I would like something like
this Defender (but with a black or grey background) and for the rear something like
this Defender.
I think Albert will produce the cart and the manual but I don't know what kind of manual he will make. Perhaps a single sheet would suffice.
I would like to reproduce also the language's style of old Atari manuals.
For example for the box's back I've written:
As commander of the Lunar Excursion Module, your mission is to land safely on the Moon's surface. You have only a limited amount of fuel. Watch out for asteroids!
I have already designed the label:
2 Yes, I could try to slow down asteroids speed.
Extra life is only after the first two succesfull landings.
To tie extra lives with score I would need another variable (IF SCORE>XXXX THEN... seems to not work - SCORE it's not a variable but a bB keyword),
3 Yes, the scoring is based on fuel (you start with 248 units):
if fuel>217 then score=score+5000:return
if fuel>186 then score=score+4000:return
if fuel>155 then score=score+3000:return
if fuel>124 then score=score+1000:return
if fuel>93 then score=score+800:return
if fuel>62 then score=score+600:return
if fuel>31 then score=score+400:return
if fuel>0 then score=score+200:return
if fuel=0 then score=score+100:return