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It's actually what would have been 'Countermeasure II', but I was asked to change the name. So, FailSafe it is.

 

Differences between this one and the original 'Countermeasure':

- This game is 'destination-based', meaning you need to reach the other end of the level to get one of the hexidecimal numbers for the code

- It scrolls left/right instead of up/down. You start on the left and work your way right. You cannot scroll backward.

- There are 4 digits in the code, 0-9 and A-F. There are 6 Levels in total, 5 of which give you a random position in the code.

- The 6th level has the Missile Silo, and you must get through a minefield to get to it.

- If you don't reach the Missile Silo in time, or you cannot guess the launch code in time, the planet explodes, and the game ends.

- If you do enter the correct code, the game starts over, but harder :twisted:

- Two new types of enemies, aside from the Pillboxes, Jeeps, and Cruize Missiles found in the original

- I want to put 'powerups' in the game, but not sure if I'll have the room.

 

That being said, I would like to give a *HUGE* thanks to jwierer, for writing the level/enemy placement editor that I've been using to develop this.

I am having a rough time developing the 5th and 6th levels, so that's where I stand at the moment.

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It's actually what would have been 'Countermeasure II', but I was asked to change the name. So, FailSafe it is.

 

Differences between this one and the original 'Countermeasure':

- This game is 'destination-based', meaning you need to reach the other end of the level to get one of the hexidecimal numbers for the code

- It scrolls left/right instead of up/down. You start on the left and work your way right. You cannot scroll backward.

- There are 4 digits in the code, 0-9 and A-F. There are 6 Levels in total, 5 of which give you a random position in the code.

- The 6th level has the Missile Silo, and you must get through a minefield to get to it.

- If you don't reach the Missile Silo in time, or you cannot guess the launch code in time, the planet explodes, and the game ends.

- If you do enter the correct code, the game starts over, but harder :twisted:

- Two new types of enemies, aside from the Pillboxes, Jeeps, and Cruize Missiles found in the original

- I want to put 'powerups' in the game, but not sure if I'll have the room.

 

That being said, I would like to give a *HUGE* thanks to jwierer, for writing the level/enemy placement editor that I've been using to develop this.

I am having a rough time developing the 5th and 6th levels, so that's where I stand at the moment.

 

 

Will the game have an end screen before restarting? I think it would be better to have a sense of acomplishment with an end screen before looping.

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The game does have an end screen and is coming along great - this is going to be a fun sequel and a nice change of gameplay offering for the 7800... Bob has been having some real hurdles to overcome on this game - he nearly threw his hands up at one point, but it is coming along really well and will be a lot of fun to play.

 

 

Curt

 

It's actually what would have been 'Countermeasure II', but I was asked to change the name. So, FailSafe it is.

 

Differences between this one and the original 'Countermeasure':

- This game is 'destination-based', meaning you need to reach the other end of the level to get one of the hexidecimal numbers for the code

- It scrolls left/right instead of up/down. You start on the left and work your way right. You cannot scroll backward.

- There are 4 digits in the code, 0-9 and A-F. There are 6 Levels in total, 5 of which give you a random position in the code.

- The 6th level has the Missile Silo, and you must get through a minefield to get to it.

- If you don't reach the Missile Silo in time, or you cannot guess the launch code in time, the planet explodes, and the game ends.

- If you do enter the correct code, the game starts over, but harder :twisted:

- Two new types of enemies, aside from the Pillboxes, Jeeps, and Cruize Missiles found in the original

- I want to put 'powerups' in the game, but not sure if I'll have the room.

 

That being said, I would like to give a *HUGE* thanks to jwierer, for writing the level/enemy placement editor that I've been using to develop this.

I am having a rough time developing the 5th and 6th levels, so that's where I stand at the moment.

 

 

Will the game have an end screen before restarting? I think it would be better to have a sense of acomplishment with an end screen before looping.

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