Boot Hill Logic - updating for gameplay 4 decades later - help!

Started by 3DzForMe, October 06, 2019, 21:27:18

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3DzForMe

Folks,

This is my initial thoughts regarding how to invoke some 'level' stuff to the old Boot Hill arcade game circa 1977 - yep - they had arcade games back then!

So, this is my initial thoughts about spicing up some level stuff. TBH, didn't think I'd get it this far - but I have, so i need to invest some more effort.

So, here it is - my first 10 potential levels, associated with the passage of time (On the off chance anyone ever play it for 10 mins.....)  :o

Still need to work on the AI - which should be intriguing to say the least.

Quote

;1st 60 seconds
;AUTO_RELOAD, after six bullets......... more akin to the original - was going to make it an
(Que Arnie voice) Uzi 9 mm affair...........

;shoot straight

;2nd 60 seconds

;shoot up and straight

;3

;shoot up 30, straight and down 30

;4

;as 3 - but introduce a monster 3rd bullet at the bottom - will shoot +2 degrees, 0 degrees, and -2 degrees on the 7th bullet

;5

;as 4 - but faster

;6

; as 5 but faster

;7

; remove 7th bullet mode................
; introduce +60 degrees - slow back down to level 3 speed, delete the shrapnel mode

;8

; introduce -60 degrees

;9

; speed up to lvl 5 bullet speed

;10

; introduce - the 7th bullet mode again - removing +60 degrees and -60 degrees

;11 - Dunno yet.


BLitz3D, IDEal, AGK Studio, BMax, Java Code, Cerberus
Recent Hardware: Dell Laptop
Oldest Hardware: Commodore Amiga 1200 with 1084S Monitor & Blitz Basic 2.1

iWasAdam


3DzForMe

Thanks , I need to Keep It Simple stupid! KISS. Have been delving into very complicated logic given its t minus 2 weeks. Might not finish it otherwise!
BLitz3D, IDEal, AGK Studio, BMax, Java Code, Cerberus
Recent Hardware: Dell Laptop
Oldest Hardware: Commodore Amiga 1200 with 1084S Monitor & Blitz Basic 2.1