Dare Devil [WIP]
This is a
very very early design test for my new project and it is far from complete but is now getting a bit more playable.
I recently played a 2600 game called "Parachute" and despite what I'd call some odd execution choices and grating music, the actual game kept me coming back for another go. I decided, as just a quick test, I'd pull together a test bin to see if I could do something similar in bB and well, that little test turned into a few late night coding sessions over the holidays and then into a full project and has put SpaceBank on the back burner for a bit.
"Dare Devil" is intended to be something of a homage / remaster / my take of "Parachute".
Right now there are 5 Game Modes for testing purposes, each one starts the associated level (game mode 1 = level 1 and so on through to 5)
Avoid obstacles like hot air balloons and airplanes or you fall to your doom.
Birds won't kill you but will knock you off your flight path. Maybe that can be used as a benefit in tricky situations?
As you progress through each screen in the level, you will speed up a little, starting slow, eventually going quite fast.
Land in the circle for maximum points, if you are going too fast, you will crater. Later levels have different obstacles to negotiate when you land.
Weather vane in the bottom right shows the direction of the wind currently. Level 1 has no wind.
Fire start after selecting your game, fire also starts you on the intro screen. If it pauses, its usually waiting for you to press fire.
Left and right to move left and right
Down to speed up a little, like a zoom mode, useful for zooming through small gaps.
Up to slow your descent by about 30%, useful for those, "OMG I misjudged how close the next obstacle" is moments
Score points by progressing through each screen and landing.
Red Balloon = 150 pts
Purple Balloon = 300 pts
Green Balloon = 3x Points Multiplier for 12 seconds (Your parachute flashes RED)
Gold Balloon = invulnerability for 8 seconds (Your parachute flashes WHITE)
Gliding into the wind is slow, but going with the wind is fast, use this to your advantage.
Don't be afraid to use the whole width of the screen.
The first screen in each level is usually intentionally slow, so you can get to grips with the level, thinking of removing this.
learn to "zoom-zag" between the middle rows
A timely "zoom" can be a lifesaver.
learn to look ahead at the top row as you approach row 4, a timely slowdown can avoid a lot of trouble.
Lots of features planned :
More sound effects, title tune (open to anyone that wants to volunteer!) [WIP] More levels, varied movement and challenges More and varied enemies to avoid. Additional graphics, more variety, helicopters, UFO's, birds, gliders, biplanes etc. Animated obstacles - birds to flap, helicopter rotors etc. Graphics to change depending on the level / screen
- [WIP] refine the levels and add a total of 10. Levels will have 3 sets, grass (regular), desert Island (getting tough) and water (hope you brought a paddle) and a final last level.
Bonus balloons, pick these up for points, temp power ups, magic, stuff, etc. [WIP] add clouds, wont hurt you but you can't see in a cloud add birds, wont hurt you but will knock you left and right wind, higher difficulties you have to fight the wind as well as the obstacles
- better "gameover" screen, maybe a game over short tune (open to volunteers!)
higher levels : obstacles on landing, moving obstacles, guys with spears, buildings, other random stuff. Landing : varied points awarded depending where you land
- Landing : moving landing point, (boat? truck? tbd).
Make it more difficult, right now it's way too easy. Scoring overhaul, just test scoring right now. Heartbeat added ingame
- Option for ingame music - WIP.
Updates & changes
30th December 2018 - V62: First public test build , early days, feedback / suggestions very welcome!
30th December 2018 - v64 - working to add the wind elements (in but not active), changed the altitude readout to just a number.
31st December 2018 - V70, more iterative progress. More sprites added and some new level movement code for 2,3 and 4. Various systems in the code are coming together. I expect a few more updates will be ready this week.
1st January 2019 - V88, Seems we have a bit of wind affecting things from level 2 onwards. Further down you go, the stronger the wind becomes.
8th January 2019 - v105Branch2 - So I've been busy adding in some new graphics that change each screen and there are now 4 functioning test levels of maybe 15 planned and a bunch of new sprites.Code needs a clean and optimise then it's onto landing obstacles and moving / alternate landing pads and bonus balloons!
11th January 2019 Decided it was time to stop adding stuff for 5 minutes and take some time to optimise the code some, especially as I'd missed a RHC (Real Hardware Crash) that Cimmerian from ZeroPage had spotted on game over. Fixed that! (Gosub issues)
12th Jan 2019 V122 : spent some time finishing the optimization splitting the graphics calls between those that are animated and called each frame and those that are only set once per screen, probably saved a few cycles. Also added poppable red balloons and clouds. Other colours to follow.
16th Jan V147 : refined the balloons some, still an occasional bug where the balloon inherits the clouds NUSIZ values, added to the squish list. Level 5 added along with some temporary sound fx.
20th Jan : The "bonus" balloons are all now in the build i'm currently working on. Red and Purple for points, Green = x2 points multiplier, Gold = invulnerability for 8 seconds.
23rd Jan : build 180, test build from 20th, some extra bugs squashed. No airships though next build for sure. I do have an absolutely kicking title tune that I'm hoping to put into the next test build courtesy of the super music skills of RushJet1
10th Feb : Build 199. So this new build was more about optimisation. My sloppy code needed a bit of a rethink and that effort saved me 500bytes which will be put to good use. This build now has a new set of landing zones for level 4,5 & 6. (Desert Island). Levels 7,8 & 9 are coming next (water levels).
Edited by Muddyfunster, Sun Feb 10, 2019 5:39 PM.