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- On 16-Jun-97, Keith Hill wrote:
-
- >BTW, liked the demo, but move your enemies in bigger increments.
-
- Bigger increments? Does it seem slow? I haven't had any
- feedback until now, and I thought it was just about right.
-
- Anyway, that demo is really "out-dated" and there will be a new
- one mixing "stupid" enemies who have some nice motions (using
- the EMD) with "intelligent" enemies which won't have quite so
- fancy motions, but will home-in, etc.
-
- I can't make the Dx/Dy of the enemies too large as, inevitably,
- the frame-rate will be dropping back to 25/30fps by the time the
- stage is complete, and this looks very bad when combined with
- "jumpy" bobs!!
-
- I will make the best compromise possible...
-
-
- > Keith Hill's original recipe for a top-notch shooter...
- >acid clouds, mines
- both sound good...
- >aliens that shoot back
- HA!HA! Yes, in a rare moment of insight I had figured out that we
- really need some enemies actually firing at the player...
- >black holes
- Hmmm... interesting concept. You could enter one "here" and
- they would warp you "there" (back to the beginning/end of
- the stage).
- Actually, it would be cool to have these black holes pulling you
- in. The closer you get, the more they pull... I like it!!
- >laser jamming stations
- Another interesting idea. Should at least give the player the
- chance to take 'em out, so it would be best if the jamming
- effect increased the closer you are to them. I like this too!!
- >smegging asteroid fields (always good)
- There is an entire phase devoted to a bunch of rocks...
- >wierd spaceships launching poisonous gas clouds of death
- Yes, and the gas cloud expands as it moves away from the
- alien. Expanding and dissipating, so if you move through it at
- max size, only minor damage is inflicted... this might work.
- >space spiders making webs for you to fly into...
- Been watching ST a bit too long, haven't you? HA! Yes, this is
- certainly original and would be quite easy to implement in the
- shooter. I don't want to "steal" this from your SH stage, so let
- me know what you think. Status pending...
-
- GREAT work Keith, you have all but completed the Phase One
- design. THANKS!! That's one less thing for me to do (HA!).
-
-
- >One thing with the shooter stage, make sure you move the
- >enemies quickly, if they are too smooth, it's like flying in
- >porridge. Speed > Smoothness.
-
- Too smooth? I don't think they could be too SMOOTH. If I had my
- way, I would make this stage just for A1200 w/FastRAM or BETTER
- so we'd get 50/60 fps of smooth-as-silk animation.
-
- However, I will be dropping back to 25/30fps and using "jumpy"
- bobs, so everyone is happy... (not too mention it makes it that
- much easier on myself!!) :-)
-
-
- >(looks like we ended up working on a game together anyway..)
- Yes, and the artists are still working so, I'll let you know when I
- receive the remaining gfx...
-
-
- Take care,
-
- Garfield
-
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