I've invested some time working on a demake for one of my favourite games from the 8-bit era, Deflektor (by Costa Panayi). Most of the gameplya is in place, currently working on the editor mode (it is there but not really functional, does not save or remove objects correctly... hope to have it working for next release)
Still early, single playable level that now can be played in a row...
CHANGELOG V0.3.5
- FIXED bug with negative angle reflections not causing overload
- ADDED some more basic FX
- EDITOR MODE early version (reqs. mouse)
- ADDED laser loading phase at start level/new live
- ADDED end level scoring
- WIP bgmusic (in the cart but not playing, unsure if it will stay)
CHNAGELOG V0.3.1
CHANGELOG V0.3
CHANGELOG V0.2
CHANGELOG V0.1
PENDING
- More/Better sound effects
- Intro music
- EVOLVE Leveldata loading (intention is having it compressed in the MAP area outside the working level map)
- EVOLVE Level editor to create / save level data
- Tutorials for the intro screen
- 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!


Missing mechanics:
- 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.


Some comments:
-
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
[Please log in to post a comment]