After getting the basic AI working for the monsters I started implementing some features from the original game. In the original, after you kill all the monsters but one, the last one will make a break from the surface and high tail it to the left of the screen. In my version I made so that if any monster gets to the blue at the top of the screen it heads west at high speed.
I also added the inflate attack of the character. It was too difficult to implement a multiple inflate process until the monster pops--that would involve too much processing and overhead. But now you can shoot a hose at the monsters who then inflate to fill their block, before "popping" for 10 points. The hose is short enough that you have to let them get uncomfortably close to launch such attacks. Also, you have to be pointing in the desired direction. The pipe sections get left in place, which saves processing and keeps the game flowing and has the added benefit of allowing the player to create temporary barriers to slow enemies--All characters have to take an extra turn to clear pipe before they can proceed through that space. This at least partially covers the role of inflating in the original, which can serve to temporarily stall monsters.
I messaged with my son Charlie over the weekend and he agreed to work up a little fanfare based on one from the original game to play at the end of clearing the screen of monsters. Thanks Charlie!
I also combed through the code and as usual found many ways to speed it up. One neat trick I came across recently was using a FOR/NEXT loop with a STEP 0 for the main loop. This allows an indeterminate loop which you can trigger an exit from by setting the variable.
10 FOR A=0 TO 1 STEP 0
20 INPUT A
30 NEXT
40 PRINT"LOOP EXITED"
50 END
I haven't checked it but I suspect that using a NEXT statement without a variable is a probably a faster way to loop than using IF statements and a GOTO with a LINE NUMBER. A little less processing involved. Maybe I'll try these benchmarking programs and see what I get:
10 FOR A=0 TO 1 STEP 0
20 B=B+1:IFB=10000THENA=1
30 NEXT
40 PRINT"LOOP EXITED"
50 END
10 B=B+1:IFB=10000THENA=1
30 IFA=0THEN10
40 PRINT"LOOP EXITED"
50 END
Yep. The FOR/NEXT finished many seconds before the IF/GOTO routine.
I added "flowers" to the top left because when you kill a monster I simply blank its strings and set its coordinates to the upper left. So I needed some characters around the hidden character, which it can't move through. Since I added the ability of the monsters to move into the blue, I had to allow the characters to enter blue spaces, so I put the flowers in to "trap" the hidden dead monsters.
I made it so that when you drop a rock on a monster you get ninety points. This gives the player an incentive to work at trying to trick monsters to go under rocks. As further incentive you get a recharge of your lives every 500 points. Since shooting the monsters at short range can give them opportunities for them to get up close and shave off lives from your initial 10. You need to work at balancing the risks of shooting and crushing to make it to the next 500 points to get a recharge. I also made the seeking AI routine get more acute at tracking you as you clear more screens.
Finally, I added a random fire breathing/laser shooting routine to the monsters, which is further incentive to crush them at a distance rather than just get up close and fire away and risk getting fried. I reused the same subroutine as the player's pipe shooting routine, except using alternate graphics (yellow lines versus the "pipe" pieces) that disappear immediately as they fly away from the monster (very fast like a flame or laser). The frying gets more frequent as you clear more screens.
It's a very tough game, maybe too tough now that I have sped it up further. Hard to tell. The problem is I don't like playing games--just making them. So I don't do as much play testing as I probably should. Which means I can't really be sure if the game is complete crap, so any feedback would be highly welcome!
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