Missiles
Here is another quick progress update on my Juno First game. I have now implemented the missiles, which were the final missing feature in the game. Up to 8 missiles can be shown simultaneously on screen (using flicker). There is still a bit of tearing when the missiles pass over the grid lines, but I hope this isn't too noticable. The missile firing patterns are rather boring, but I will improve this later. I was originally planning to use one of the missile sprites for regular missiles, and one for homing missiles. However, it looks like I might have to drop homing missiles from the game. The problem is that the missiles can't be distinguished from one another, and I can't work out how to efficiently implement a suitable homing algorithm. The best that I could do was to move the missile directly towards the player, but this didn't look very convincing and was nearly impossible to evade. I have been trying to remain relatively faithful to the arcade game, but there are some features that probably won't be possible. My latest thought is to implement slow and fast missiles instead of homing missiles, unless anyone can think of a better solution?
Chris
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