home *** CD-ROM | disk | FTP | other *** search
- > Well, I'm bustin my hump trying to get all done that I can, but, I'm
- > sorry, it will HAVE to be good enough. You can't do the game without
- > my level (and without the Taxman), and I say you'll have to wait a
- > bit longer (Garfield was behind a bit too, wasn't he?) :P
-
- Well, I'm putting some time in, but I wouldn't say I'm bustin' my hump
- trying to get it done. Just steadily chopping away...
-
- Now, for a quick update on the sideshooter stage's progress:
-
- The Final Boss battle is now up n' running and the SnapshotGrabber
- is implemented (in fact I've already sent Mush four snapshots)...
-
- Now, it's on to the important clean-up and fine-tuning bits. The thing
- is with this being the absolute LAST version of our stages I have to
- keep working on it until everything is fully implemented, cleaned-up
- and fine-tuned, otherwise I'd send a new demo now and work all this
- stuff into the next one...
-
- Anyway, here is the remaining items on my worklist:
-
- 1. Complete Final Boss Battle by adding SS_FBDESTROYED
- module.
-
- 2. Modify keyboard-code to use player's key-prefs (variables) rather
- than the current hard-coded key-values.
-
- 3. Decrease the stage length to the minimize needed for the stage
- and convert the long-word size map-data to byte-size map-data.
- I already have created the utility to do this, so just need to
- determine the final map-size then run through the convertor.
-
- 4. Replace the current "SpriteBob Col()"-based collision detection
- with my custom rectangular-based collision-detection routines.
- I converted to SpriteBob in the last demo as I thought it might be
- faster on the low-end machines like stock A500s and such, but
- the SpriteBob are no faster (and are slower on faster machines)
- and also error-prone. The scrolling screws them up.
-
- 5. Add support for music playing. One thing I've always found with
- Amiga programming is it's so limiting having just four voices, and
- sound effects add so much to a game that I never even bother
- with music as I tend to need all four voices just give good audio
- feedback.
- Giark, I need some way to determine if music is being played.
- Rather than using the variables you listed, I'd rather make a
- more dedicated design for handling music to maximize the
- audio-feedback.
-
- 6. Tweak the asteroid phase, it should be faster.
-
- 7. Tweak the MidBoss phase, it needs to move off-screen further
- when destroyed and then, of course, all bobs need to be freed.
-
- 8. Add a slightly more interesting "beginning" to the stage.
-
- 9. Design a simple "death-sequence" and implement that as just
- fading out the disply and saying Bubba has been obliterated is
- pretty "cheap".
-
- 10. Design a simple "victory sequence" and implement that as just
- saying Congratulations, Bubba has cleared the SideShooter is
- also pretty "cheap".
-
- Finally, I'm really not happy with the speed (or lack of it actually),
- so I'd like to boost the speed on lower-spec systems. Probably not
- possible as just the gfx-updates seem to be pushing AMOS to the
- limit. :(
-
- I'm not giving a date for completion as there's no sense in it. As
- soon as I have everything done and all working satisfactorily, I will
- send Giark the source and executable.
-
-
- Take care,
- GARFIELD
- _________________________
- Current projects...
- SideShooter(AMOS): 92% Complete
- Website(http://www.sosbbs.com/~gbenjam): 20% Complete
-
-