26th February 2011
Earlier on last week I have been working on new sound effects to suit the game. I'm much happier with the sounds, but there are some effects missing. Many of the great Yak's psychedelic games used options to use strobe effects. So I decided to implement and program some strobe effects for when either the player dies or when an alien gets hit. Before I done this, the Game Over and level complete was lacking some colour over the text. I also wanted to change the Level Complete sequence a bit as well. So to make Level Complete much better. During the bonus countdown, the void scrolls downwards faster. Then I added a routine to remove the whole game playing background by filling the screen with the level's void. Then I added a colour wash routine on the WELL DONE text, followed by the GAME OVER text.
Once I was happy with the Well Done and Game Over text, I had a task which was to make the player lose 1000 points if a baby sheep was shot. So I programmed a little routine, which would deduct points off the player. If the very first digit was detected as a / when decrementing the value, I added a routine which makes all characters 000000 otherwise this would have been a bug in the game. Once that was done, I tried it out. Now the players will be LESS inclined to shoot the baby sheep, and will have to save them. Therefore the game is more challenging now.
One final routine to add was the in game strobe effects. I decided to only use $D021, because if I used $D020 as well, you could see the flicking spots at the bottom of the screen where the raster split lies. Plus using $D020 as well as $D021 could be too much for the gamer as well. I used two colour schemes for the player. I used the blue effect per baddie shot, and I used the orange/red effect for the player death. Something disappointed me though. I should really do an effect, which says NO for when a baby sheep dies, but I have unfortunately run out of memory for my code. There's just too much there for this little tweak. There might be a solution to the problem, perhaps I should reproduce the title screen using the Multi Screen Construction Kit. That will preserve $0400 spare bytes to expand my code a little for the sheep death effect. Which I shall do tomorrow. Then it is on to the improvements/tweaking of the game sprites and then the final phase bug fixing. Once all final phase fixing's finished. I'm ready to release this game to Psytronik Software. :)
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