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I apologize for taking a while to respond to some of your posts on here, this is the first time I've been on the Atariage forum for almost a month.
Ledzep - I appreciate your suggestions. Here is my response regarding them:
1) Night Raider currently uses a rather simplistic and speedy method of collision detection between the ships and the torpedoes. It is in no way pixel perfect. The way I currently have the ships dropping bow down or stern down into the water creates a problem in detecting hits. The collision detection code would need to be rewritten using a different method. The existing collision detection methods that i have used will not work properly for subsequent hits on the ships as they are going under the water.
The other reason I have the current system with no more hits after a ship recieves its death blow is so that it's possible to hit overlapping ships with a volley of two to four shots. Your suggested method would make a shield out of ships on the lower rows protecting ships on the upper rows from getting hit when firing three or four torpedoes rapidly one after another.
2). In regards to having the torpedo slow down the closer it gets to the horizon, that is certainly a possibility. The speed of the faster ships on the top row, such as the PT boat, will need to be slowed down in that case or you'll never be able to hit them.
Unfortunately, there probably will never be an Android version of Night Raider. The reason for this is due to mediocre interest in the existing iPad version of the game coupled with the fact that I do not own any Android devices nor am I in the Android developer program.
On the other hand, there will be an iPhone version of Night Raider available on the App Store very shortly. At the time I developed Night Raider, I did not own an iPhone or iPod touch so that is why the game was initially intended only to be an iPad game.
You said, "I hope this starts a trend." I was hoping there would be more interest in classic, old-school style games on the iOS platform. From my experience thus far and from a few other developers, it seems as though the number of iOS device owners that are really interested in these old-school style games make up a small percentage of the user base. One exception was a game called "Box Cat" which used a very pixelated style of graphics with 8-bit chip tune music.
I currently have two unfinished projects on the back burner that are are also old-school retro in nature. One is a re-imagining of the old discrete Death Race game, by Exidy. The other is a classic vector style game engine that will draw all game objects using lines in a similar manner as the old vector monitor systems utilized by Cinematronics, Atari & Sega did back in the day.
Again though, my concern is that these kind of graphics might be too bland and boring for most mobile gamers of 2012. I am 43 years old so these are the kind of games that I remember as a kid and really get my blood flowing, so to speak. I kind of wish that I had been able to be a part of the creation of some of them back in the day, but of course I was too young at the time and assembly language programming was much too daunting for me.
Take for example the recently released iPhone version of the Coastal Amusements Seawolf ticket redemption game. From the App Store rankings and grossing statistics that I have seen, the sales of that game, thus far, have been very mediocre even though it carries the official Seawolf title and logo and has more modern looking graphics and effects than either my game or the original.
Ironically, there was an Asian made, almost direct clone of the ticket redemption game released on the App Store over two years ago. I believe it did better sales wise in its first month than the official coastal amusements game has done.
Posted Thu Feb 16, 2012 2:37 PM
If I had an iPad I'd buy this, a retro vector graphics game that seems to play basically like Asteroids or Space Duel.
Posted Fri Mar 2, 2012 10:24 PM
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