Thanks! Getting there slowly. I really want to get a finished, fully playable version 1.0 out by the ABUG South meet up in October.Just been playing the demo. This is truly stunning.![]()
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Just back from holiday and it takes AGES to get back up to speed with where I was. Something to do with age methinks.
Anyway I have added some enemy movement logic now. Three different types of movement so far (circular, random, twisty-turny), but may add to this with stationery floating enemy ships, and perhaps ones that head towards you.
After the re-work & modifications from the other week I now have 1183 bytes left. Immediate priorities are
- to fix a load of bugs to do with mismatches around world coordinates/screen coordinates.
- finish implementing landscape cacheing, which should bring significant performance improvements
- fix bullet/flume particle vectors which are playing up a bit
I can't help myself - will also work on some of the flourishes at the same time, so will finish the exploding ground features, for which all the hooks are there, just needs wiring up so that when one is hit by a bullet, it will just ... Woosh!
At that point I'll share another playable demo.
The main playing game functions left to do after that are :
- collision detection (air & ground, player & baddies)
- enemy firing
- taking/restoring damage
And some niceties:
- explosions
- a polished death sequence
- have decided to partially add single pixel enemy movement, there should be enough memory for some of the sprites...
- thinking of having a [sort of] shadow-pixel(s) for your ship & enemies so there's an intuitive way of judging relative heights.
- depending on how the gameplay feels when it's actually playable and there's some peril, I may add a time limit.
- choice of keyboard layouts
- end of level screen
Plus the usual polishing, gameplay features, levels, lives, scoring, hi-score etc.
Statistics: Posted by AngusH — Wed Aug 06, 2025 4:53 pm