So i have changed and decided to do somthing diffrent but familiar, i want to take Infiltrate game ideas and combine them with other elements from Airlock and earth world.
It would be setup like this:
you would start off in a fourway intersection, each of the four way would lead to another "room" as it were and in which you would avoid monsters in the maze or shoot them to get to the exit on the other side.
once there that would lead to another room setup like normal infiltrate game play but instead of getting the plans twice you get them once. you would repeat this proccess for the other three directions to get the other three pieces of the plans. you would be in an Escape area like airlock's first level. but once you reach the top your put in another level using Inflitrates game play again only this time you get the key at the bottom and work your way to the door at the top in order to Escape and win the game.
Now i know this sounds like it might be impossible to do but maybe if kept it down to just 2 Enemies per area like in the original game of infiltrte and night stocker then the rest should be easy since i would be the only thing moving on the screen unless i am in an area with enemies. and i looked at the infiltrate game and i think most of the game's playfiled is just Playfiled pixles (Elevators, floors and Documents) but i may be wrong.
I am starting work out on paper how this should go, I have been studieing the Stella programmers manual and i think if i stick to reasonable goals and limits of the hardware it should be possible. and do not have to worry about the score since the bBasic Kernel takes care of that for me.
now would it be better if the game ends, after you get all four parts of the plans and make it to the top or would it be better if the game looped and changed colors or indicated a level increase somehow and just got harder as was common with most 2600 games of the era?.
my only concern is i do not think i can cram it in to 4K, i know about bankswitching but i am not sure how it would work or how to do it i should say.
so please let me know what you think and feel free to be as harsh and realistic as possible about the idea Critisim of anykind is welcome.
thanks in advance to all those reply.
Edit here is a link to show what i have in mind Map layout it is rather large diagram which is why i did not post directly.
Edit #2: below is a basic story and control setup (controls may change)
Story for 2600 game idea: (no name for the game yet)
the year is 2204 AD and an Alien race known as the salicons have setup a hidden underground
base and are building a weapon capable of destroying your home world Aligon2.
time is running out for your world, the greatest scientific minds of Aligon2 have come
together and built a super spy a Sophistecated Android the most advanced of it's kind
known as CX2600. it's mission is to infiltrate the underground base and get the plans
for the Salicons weapon which are devided in to four sections of the underground complex
you must get all four parts of the plans and Escape via the Teleporter to the upper
level to a Waiting ship. fail to get the plans and Aligon2's fate is sealed.
Controls: Joystick 1
move the joystick forward to move up or jump. (jumping is only available in final area)
move the joystick Downward to move down or Duck. (Duck is only available in area(s) 3,6,9,12)
move the joystick left to move left
move the joystick right to move right
press the fire button on the joystick shoot. (fire is available in all areas except one and final)
Color - B/W switch -- no function
Game select Switch -- no function
Difficulty switches -- no funtion
Reset switch -- resets game.
More to be written later as the game is programmed
Edit #3: found a good way to do the final level layout based on Airlock only a lot diffrent to Escape and win you'll have to figure out the Combination to get to the
Elevator that leads to the surface from the underground complex. using Tia Paint 1.3 has made the job of level design a lot easier and quicker.
just 2 more level designs to go and i can begin intial pseudo coding of the kernel and variable assignments. then when the new release of bBatari Basic comes out i can begin programming the game and debugging hope to have a demo by March 1st at the latest, feburary 20th at the soonest.
Edit #4:learned some new stuff that might be helpful to me, i should be able to take tia paint 1.3's output and stick in some data statements and use that as a way to draw a more defined playfeild and hopefully get smaller PF pixels than what bBatari basic uses by defualt and hopfully if some of my other assumptions are correct i can get that seprate rooms done and learn a little more ASM as i go.
but either way i am having a lot of fun, just hope no one gets tired of all of my questions that are probably considered not that hard to understand. now if i could just set my mind in to visualizing how these things work i would be set.
RA
Edited by Retro Archaeologist, Thu Dec 15, 2005 11:16 PM.















