riverraid's People
riverraid's Issues
Create sprites
Based on this video: https://gaming.youtube.com/watch?v=RlOEj4gqzIU
Ongoing here: https://www.piskelapp.com/user/6574465205927936
- Player
- Blue Helicopter (w/o missile)
- Yellow Helicopter (with missile)
- Enemy ship
- Tank
- Ballon
- Enemy plane
- Fuel
- Bridge
- Road
- Mountains
Recreate sound effects
Done with http://sfbgames.com/chiptone/
- Player flying slow/normal/fast (white noise)
- Player shooting
- Enemy destroyed
- Player refueling
- Player refueling full
- Tank shooting
- Heli shooting
Anything else?
figure out best practice to for stage creation / scrolling
random video analysis
https://www.youtube.com/watch?v=o4DjEHt6rbQ
(C64 version)
- game starts at bridge 1, three planes, full tank
- bridge counter increments upon bridge destruction, river flashes red (checkpoint)
- no points due if enemy destroys stuff
- extra life every 10.000 points + fancy tune (e.g. at 2:00)
- blast radius of tank pretty large (3:55)
- no point loss upon death
- fuel consumption independent of speed
- surviving tanks shoot at destroyed bridge
- red helicopers shoot again when projectile hits wall, i.e. shoot rapidly upon approaching walls
- fuel sounds differ (filling up versus full)
- points:
black helicopter: 60
ship: 30
fuel depot: 80
bridge with tank: 750
ballon: 60
bridge without tank: 500
white plane: 100
red helicopter: 150
https://www.youtube.com/watch?v=ZOAHyS70WMw
(atari 5200 version)
- warning sound at 1/4 fuel (19:40)
- roughtly 27 seconds til warning sound (19:03 - 19:30), i.e. 36s until full depletion in 30 increments
https://gaming.youtube.com/watch?v=RlOEj4gqzIU (atari 800)
- dropping sound upon empty fuel (11:10)
- tank does not shoot at bridge 4, but at bridge 7? maybe only from level 5-7 onwards?
version comparison: https://www.youtube.com/watch?v=CZO5QnkJ6WI (wir hatten den Atari 800, korrekt?)
Fix long startup time
I stopped the Godot process twice because I thought it crashed before I analyzed the code and realized what happened: Precalculating and placing 52.000 collision objects at startup takes approximately 70 seconds on my machine, without any visual clue of what's happening. ๐ฒ
I see two possible improvements for this:
- Dynamically add new lines as needed during the game instead of placing all tiles in advance.
- Use tiles with collision detection for the coastline only; draw the rest of the scene using larger shapes without any collision detection instead of using tiles 0 and 15.
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