This is a clock racer where the player has to complete the course in the shortest possible time. Still a bunch of things to add (like an in game reset switch function..).
I have no idea how this plays on real hardware as I don't have a Harmany Cart to test as as I'm using the DPC+ kernal, it doesn't work on my Uno_Cart.
I always used to love games like Barnstorming and Grandprix by Activision where it's you vs the clock. This game is inspired by those and also by the unique art style of classic Activation with the gradient sky etc.
I ride on my mountain bike a lot near where I live in the UK and we have a lot of canals. The idea for this game came when I was out riding along the tow path, having to avoid crazy old ladies with their yappy dogs, fishermen, rocks, etc. I thought it would make a great Atari game.
Right now, 4 game modes are present to try out.
Game 1 : Summertime - nice and simple, learn to play (15 obstacles)
Game 2 : Sunset - bit more challenging with more obstacles. (20 obstacles)
Game 3 : Winter - hard, (25 obstacles) - rocks start a bit closer as visibility is lower !
Game 4: Night Time : more stuff, lower visibility, (30 obstacles)
Fire or Reset to start after selecting your game.
Right to accelerate
Left to slow down.
If you hit an obstacle you get slowed down (costing you time)
You need a fast time to win the gold cup!
This is very much a work in progress (and a huge learning process for me), and while a bunch of the game mechanics are present, there is a lot of stuff still to add, tidy up and improve, but it's at a point where I'm happy to show it.
Partially DoneReset Function in game (i've been having a devils time with getting the reset restrainer to work but hey ho, it's on the to-do list) Done - Game Mode 4, will change to something else, night time maybe. More sounds in game (partial) - Implemented SpiceWare's fantastic Bb sound driver. better obstacle sprites. Reset - Restart cyles working, menu, in game, in game over, in win screen. Splash animation if you hit the water
- Moving / weaving obstacles
Various code efficiencies and tweaks to things like the clouds jittering. joystick start menu nav + firebutton restart Timer to start on action, not automatically Win screen (partial) Easter Egg...Maybe
- controls - Ice sliding, visibility on night level tweaks,
- AtariVox - might be challenging as I don't have a test unit (or Harmony to test the bin on real hardware).
Fix colours that inadvertently blend with backgrounds
- Started - PAL60 conversion
- Started - manual
The sunset / moon reflection seems to be ok from the feedback I from folks testing on real hardware.
Feedback and suggestions are appreciated !
Updates & changes
1st Sept : build 24 attached, night mode added (Game 4)
2nd Sept : Build 30e attached, some spooky stuff going on in game 4, Inspired by some of PacMan Red's sprites in the free sprite thread.
Other game modes have some new graphics, some are still placeholders. go in the water, you can press reset, end of lap, you can press reset, reset enabled in game loop, (not on title screen - damn you, repetition restrainer.).
3rd Sept : Build 37b attached, general refinements to the code, ran out of space in bank 3 necessitating a bit of a re-org, more refinements on graphics. player no longer stops dead when hitting an obstacle, instead the player slows to a crawl (otherwise you may never finish a course if you chose not to accelerate again..). moving obstacle code in but not active.
5th Sept: Build 45. Fixed some bugs on positioning, added a new sequence if you go in the water, flashing removed if course completed, flashing removed on initially hitting water. spent 3 hours figuring out why the cloud sprites had dropped their colours (gap between colour code and "end" on one sprite...).
6th Sept: Build 55. Reset from anywhere, use fire to start on game over and win screens. implemented SpiceWares sound driver, placeholder sounds used for now. Can now use joystick to game select.
9th Sept: Build 64c : Implemented a countdown to start, rather than just throwing the player in as soon as the game resets. added a little win tune. various tweaks and polishes. Win screen now rates your time, Gold, Silver, Bronze and ... Turd... Fixed a bug that allowed bypassing of obstacles.
15th Sept : Build 68 : Tweaks to some colours, added numerals on win screen, animations continue after course is complete.
15th Sept pt2 Build 75b2: getting close to feature complete, spent time reclaiming variables and using bits for more tasks. Added an Easter Egg to the game, more colour tweaks, on the 3-2-1 GO countdown, if you chose to, you can press fire to skip.
20th Sept Build 80_BETA1 : so a few more weird bugs squished (the one where the passing obstacle sound, would play on the titlescreen only after completing game 1 really did my head in!). Some balance tweaks on vertical movement speed. There are a few final things I want to try before locking the code and moving on to PAL60 conversion.
Edited by Muddyfunster, Thu Sep 20, 2018 2:51 PM.