I've invested some time working on a demake for one of my favourite games from the 8-bit era, Deflektor (by Costa Panayi). It's still very crude but I think it's starting to resemble something like a game...
Still early and not really playable...
- Optical fiber interaction
- Laser grid scatter interaction
- Level can be completed
- Interaction with the receiver (connected status to end level)
- Removed displaying laser point debugging
- FIXED metal wall reflexion failing for some situations
- Basic intro page
- Beam generation and reflection
- Player movement
- Mirror interaction and auto-rotation
- Beam interaction with mirrors, walls, mines and pods
- Full HUD control
- Crude live / energy / overload management
- Hardcoded level mapping
- All sound effects
- Intro music
- Leveldata loading (intention is having it compressed in the MAP area outside the working level map)
- Level editor to create / save level data
- Tutorials for the intro screen
- Minor effects (i.e. laser charge or mirror color change)
- Implement gremlins (enemies)
- Messaging (dialogs, etc)
- Remove a lot of debugging / tracing and dead code
- MASSIVE code cleanup and namespace reorganization
You move a cursor, when pressing X on it you can rotate them... It is not fully playable yet. Game mechanics: you must destroy all pods to open the path to the laser receiver and then connect to it... As I said not fully working yet, this is a very early alpha. Thank for trying it!
- optical fiber transfer beam btwn same colored pairs
- scatter grid (white square with a black helix) scatters randomly on a 180° based on incoming angle
Level flaw: pod in upper right corner must be changed to a mirror
The mouse... I could do that but part of the challenge is movement efficiency and spectrum did not have a mouse ;) trying to be true to the original spirit
Still need to find a way to depict polarized prisms as 8*8 px is a nightmare for angle representation
Anyway thnx for testing and the comments
Excellent! I loved games by Vortex. Some of the best ever on the Spectrum.
One suggestion to make it easier to play. It would be nice if the controls moved the cursor directly (but smoothly) between things you can interact with, rather than tile by tile across the playing area, over tiles you can't do anything to.
yes, I know the reflected angle is a bit odd sometimes... on my current wip copy mirror center capture is less greedy allowing for a more natural reflection model (and trickier level design I guess...)
- Currently cannot play twice in a row on that pseudo-level as it is hardcoded and the "map" gets updated during play. It's my next milestone, level data loading and a level editor
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