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ColecoVision naval game WIP

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The naval game I mentioned earlier http://www.atariage.com/forums/topic/165512-early-techdemo-of-colecovision-naval-game/ has improved quite a bit, thus I decided to open a new topic, since it has become much more than just a techdemo.

 

There currently are 6 scenarios, and for custom scenarios fleets can be created from 30 ship classes.

 

The second fire button toggles between ship and artillery mode.

Ship mode: Joystick controls engine and rudder.

Artillery mode: Joystick controls gun, first fire button fires all guns that are ready.

 

Features not yet implemented, but planned:

- Game won / lost screen

- Multiplayer

- Some speed optimizations

 

Please tell me what you think about it and e.g. which additional features you would like to see in the game.

 

Philipp

SKd.rom.gz

post-7732-127999643514_thumb.png

post-7732-127999644948_thumb.png

post-7732-12799964561_thumb.png

post-7732-127999646074_thumb.png

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That look nice Phillip! :)

 

Would make a nice addition to the CV Library

Very unique game, I like it! :D

 

 

Keep up the nice works! :thumbsup:

Edited by retroillucid

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I think the ships are looking a bit rough... they could be a bit more detailed.

Could you be a bit more specific? More detail in shape, multiple colors? Different ship shapes?

All but the first aould be very hard to do: On the ColecoVision sprites have only one color and there can be at most four of them on any given horizontal line.

 

Philipp

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I think the ships are looking a bit rough... they could be a bit more detailed.

Could you be a bit more specific? More detail in shape, multiple colors? Different ship shapes?

All but the first aould be very hard to do: On the ColecoVision sprites have only one color and there can be at most four of them on any given horizontal line.

 

Philipp

 

Well, I think more detail in shape. The outline is good, but there could be some structure inside, like this (redrawn red ship from your screenshot):

 

post-8393-128085089119_thumb.png

 

I don't know if this picture is accurate, though... it should represent the real look of the given ship, but since there's only one color per sprite, the additional detail is given by leaving some pixels blank.

Different ship shapes would be nice as well, but they don't have to exceed the size of one sprite (16 pixels). But there could be a bit smaller ships as well.

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While I haven't found much time for CV development, I'm still there.

 

Here's the latest version of my naval combat game.

 

Gameplay:

 

Second fire button: Change between captain and weapon officer role (the other one will be handled by the AI).

 

Captain:

Up / down: Engine

Left / right: Rudder

 

Weapon officer:

Up / down: Gun elevation

Left / right: Gun rotation

Fire: Fire guns

 

There were some speed improvements, but the game won / lost screen and multiplayer mode are not there yet.

This version has been compiled with an experimental compiler, so there might be some bugs (in addition to the bugs probably hiding in the game itself).

 

Well, I think more detail in shape. The outline is good, but there could be some structure inside, like this (redrawn red ship from your screenshot): […]

 

I have a look at the sprites, soon. For now I just wanted to give you whatever version has been sitting there and waiting for further development for too long.

 

Philipp

SKe.rom.gz

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Well, I think more detail in shape. The outline is good, but there could be some structure inside, like this (redrawn red ship from your screenshot):

 

That's too much detail. It won't look good when rotated or displayed on a TV screen. But have a look at my attempt to give a little more detail.

 

I looked at SK some more, and have made three improvements:

 

1) Fixed a bug which made messages (the ones you get about ships being sunk, etc) to disappear partially.

2) Center display on the surviving ships of your fleet, once your own ship has been sunk or left the field.

3) More detail in the ship sprites - I went for two chimneys, even though that is obviously not correct for many of the in-game ship types, but it gives more detail in a way to works ok with rotation and blurry TV screens, and it helps identify the ship's ends.

 

Philipp

SKf.rom.gz

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