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riverraid's Issues

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. ๐Ÿ˜ฒ

I see two possible improvements for this:

  1. Dynamically add new lines as needed during the game instead of placing all tiles in advance.
  2. 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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