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Minotaur 16K

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#1 xxl OFFLINE  

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Posted Thu May 10, 2018 7:34 AM

In a few days there will be a game for Atari 600XL (16KB RAM): D
 
But it also works on: 65XE, 800XE, 800XL, 130XE, XEGS in PAL and NTSC.
 


#2 www.atarimania.com OFFLINE  

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Posted Thu May 10, 2018 7:54 AM

Nice and unpretentious :)

 

Just my two cents: games usually stand out more with names that don't exist in the 8-bit library... unless the official title really is Minotaur 16K and is an homage to Minotaur by APX? 

 

--

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#3 Mclaneinc OFFLINE  

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Posted Thu May 10, 2018 12:36 PM

He could use the official name from the video title but I prefer Minotaur :)


Edited by Mclaneinc, Thu May 10, 2018 12:38 PM.


#4 xxl OFFLINE  

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Posted Thu May 10, 2018 1:58 PM

both games have two common features: a labyrinth and uncomfortable controls.
 
I will have to work on it


#5 Mclaneinc OFFLINE  

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Posted Thu May 10, 2018 3:13 PM

 

both games have two common features: a labyrinth and uncomfortable controls.
 

 

Not the best selling points for a game :)


Edited by Mclaneinc, Thu May 10, 2018 3:14 PM.


#6 xxl OFFLINE  

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Posted Fri May 11, 2018 12:31 AM

it's true. I do not want to publish a game in which instead of fighting with an opponent I have to fight with the controls.
 
... The controls with keys have already been improved and now it will be comfortable... I still want to make a few more improvements.


#7 Mclaneinc OFFLINE  

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Posted Fri May 11, 2018 2:12 AM

I'm looking forward to it XXL, I salute you for addressing what you feel are issues and bettering the game, its always nice to hear a dev say "you know what, its coming along but it needs tweaks", its human..

 

Its ready when you say it is....

 

Thank you..



#8 Allan OFFLINE  

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Posted Fri May 11, 2018 4:18 AM

How about calling it Minotaur 2018?

 

Allan



#9 xxl OFFLINE  

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Posted Fri May 11, 2018 5:28 AM

this is a mini-game, the information in the title that it can be run on a computer with 16KB RAM is quite important, and the name "Minotaur" quite well reflects the content of the game.



#10 Irgendwer OFFLINE  

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Posted Fri May 11, 2018 6:02 AM

it's true. I do not want to publish a game in which instead of fighting with an opponent I have to fight with the controls.

 

Hmm - having played such a game as a Basic type-in one back in the eighties, I always thought tracing a given path without options is quite tedious.

What about going automatically "forward" till a junction and then taking the input of the user leading to the next junction?

(Going the opposite direction goes back to the previous junction.)



#11 xxl OFFLINE  

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Posted Fri May 11, 2018 7:46 AM

exactly.
 
That's what I did:


#12 xxl OFFLINE  

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Posted Fri May 11, 2018 2:51 PM

test it.

Attached Files


Edited by xxl, Fri May 11, 2018 2:55 PM.


#13 skr OFFLINE  

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Posted Sat May 12, 2018 11:30 AM

Can´t reach the exit!?

#14 xxl OFFLINE  

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Posted Sat May 12, 2018 11:38 AM

there is no exit there. You must find and stain the Minotaur, then, thanks to Ariadna's threads, get out of the maze



#15 CharlieChaplin OFFLINE  

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Posted Sat May 12, 2018 12:11 PM

Think you have to go to the black square, then go back to the starting point as fast as possible (within the given time). So Minotaur16k differs from other maze/labyrinth games where you only have to find the exit (with or without a given time)...


Edited by CharlieChaplin, Sat May 12, 2018 12:12 PM.


#16 xxl OFFLINE  

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Posted Sat May 12, 2018 1:03 PM

do you have any idea to spice up the gameplay?



#17 +Adam+ OFFLINE  

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Posted Sat May 12, 2018 1:45 PM

do you have any idea to spice up the gameplay?

 

Maybe some kind of "fog of war" visibility? You cannot see the whole labyrinth, but just a some circular or square area around you (quite easy to get this effect by using players/missiles and appropriate PMG priorities).



#18 Mclaneinc OFFLINE  

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Posted Sun May 13, 2018 2:47 AM

Fog of war, I sense an Xbox Full Spectrum Warrior player (great game, just replaying it) and the suggestion sounds a little like Tumble bugs, you see the maze but its only a small part...A mix of that sort of play would be great...



#19 Wrathchild OFFLINE  

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Posted Sun May 13, 2018 7:50 AM

Perhaps a 'morphing maze' during the game. Having thought a bit about how that might work:

 

1) Take a random 'odd' row and 'odd' column that connects to two other corridor pieces and move that so to a random 'even' row/column that connects two corridor pieces.

2) For the next time, swap the source to even row/col and destination to odd row/col.

3) this could be actioned every N seconds, maybe N=15. A rarer random check might sometimes let no swap take place.

4) as the move might make the maze temp unable to complete, 5 seconds could be added to the timer.



#20 Fingolfin OFFLINE  

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Posted Sun May 13, 2018 6:38 PM

Hi xxl, thank you for making and sharing Minotaur 16k.   :thumbsup: 

 

I enjoy it: it's fun and challenging. The opening screen using maze patterns to form the Minotaur head is great.

 

​a) Since you're referring to Ariadne's thread (in your reply above) with the return to start aspect of Minotaur 16k, maybe add/mention Theseus as the adventurer/player?

Add to the mythology aspect of the game that is already present/inherent?  Simple text of some kind might identify Theseus and Ariadane with her helping Theseus in the maze against the Minotaur.  Context can help conjure and add to imaginative element of gameplay; for me a little context or simple reference to a/the greater story can be interesting and add depth/dimension to games.  Especially stuff like classical mythology, classic fantasy/sci-fi, etc

 

b) The fog of war seems like a good fit for adding difficulty.  Perhaps as an option?

As an inexperienced and slow maze game player I already have trouble making it all the way to the Minotaur and back to the start within time allowed.

 

c) Would it make sense/be appropriate to add an option for different times for completing each game?

Add handicapping with both increases and decreases of time allowed?

 

d) Would it be possible to add joystick control as well as keyboard?

At least for me, I am a complete fumble fingers, even with just four keys.

I can use a keyboard for playing games but being a bit less than super dextrous, I would always rather use a joystick, gamepad or mouse, when possible.

 

e) If 16k allows perhaps add sfx for beginning of round/game, moment of finding the minotaur and at completion of retracing back to start; if possible three different chimes or tones.

 

f) Also wondering about a simple tone based sound track; suspenseful and just a few or even a couple of bass notes like Peter Gunn but more scary.  :evil:   

Maybe as long as it is public domain use the beginning of Beethoveen's 5th?  Just four notes, or just two an octave apart (not a musician)?

Or some other apt bullfighting/Minotaur-vanquishing simple tones?

For suspenseful atmosphere like it is frightening to approach...the Minotaur!  :o 

 

All suggestions here are made with due respect to your interests and hopes for the game, xxl, and the limits of 16k; I am not suggesting all of these be followed/implemented only considered.  I will likely always suggest adding/considering sfx or simple music: when possible and appropriate, both/either can add so much to gameplay from any era on any platform.

 

Only wish to offer suggestions; I am not asking for changes (well maybe the joystick control option).

Thank you xxl for making, helping to make and sharing so many great A8 games and for all you do for the A8 community. 

 

Best Regards

Fingolfin

 

Edit/adition

Always liked the Pink Panther movies -- especially Peter Sellers as Clouseau -- and the Pink Panther theme.

Always liked Peter Gunn theme as well but never realized both PP and PG themes were written by Henry Mancini...

both have similar composition/theme/music but never realized same composer until tonight.


Edited by Fingolfin, Sun May 13, 2018 6:55 PM.


#21 SS OFFLINE  

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Posted Sun May 13, 2018 6:45 PM

An option for joystick control would be my main suggestion.  However I do like the "fog of war" idea too.



#22 ilmenit OFFLINE  

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Posted Mon May 14, 2018 7:19 AM

do you have any idea to spice up the gameplay?

 

1. Make a few alternate paths in the maze and a few objects that you have to collect till the exit (snake-like)

2. Add some additional rules to the levels like in game "The Witness" - e.g. one color of dots must be on one side of the line.



#23 xxl OFFLINE  

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Posted Sat May 19, 2018 6:32 AM

I changed the clock - now it does not count down to zero. I also added a joystick control. Next changes soon.

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#24 docertabum01 OFFLINE  

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Posted Sun May 20, 2018 1:20 PM

how about randomly placed "wine bottles".. if you drink it the control of your hero is "up-side-down" for 15 second or adequate time to the size of maze :)



#25 adam242 OFFLINE  

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Posted Sun May 20, 2018 6:55 PM

I adore the old-school look of this. GRAPHICS 3 with the default green, blue and gold palette takes me back to my childhood.







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