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TROGBlog - Stellar Fortress v 0.17


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There is an old adage that says "It's not a video game until you can shoot something." Well, now you can shoot something.

 

sf179ru.png

 

SF17.BIN

New Features:

v0.16:

- Added thrust soundfx.

- Added shot to shield collision detection. Sections of the shield can now be destroyed by the player's Ion Pulse Cannon.

v0.17:

- Added Ion Pulse Cannon soundfx.

- Implemented BCD score addition routine.

- Added scoring for destroying shield blocks.

- Implemented supression of leading zeros in score.

- Added startup shield generation graphics and sound FX.

 

Todo:

- AI for the enemy DASMs and Plasma Cannon.

- 16-bit physics for the DASMs.

 

Development Notes:

I spent about an hour on the player's cannon sound. I'm happy with the result. It doesn't sound like a pea-shooter. It's got a deep resonating sound, as you would expect from an Ion Pulse Cannon.

 

Rather than just make the shield suddenly appear, I added a graphical effect that dynamically generates the shield. You can shoot at the shield while it's generating, but you won't be able to aim fast enough to hit the central cannon with a cheap shot. Believe me, I've tried. :)

 

I worked out a detailed backgound story to the game. Now I just need to get it down on paper.

 

There is another old adage that says "Atari homebrew developers stay up way the hell too late." Time to get some :sleep: .

 

http://www.atariage.com/forums/index.php?a...&showentry=1425

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