Yes. Exactly. Yeah of course. Six. No mistake, six, really. Six months, half a year.
And now? But of course! Yes, a re-re-re-re-re-reprise.
Let's see what's happened during the months passed in silence.
A whole month has been wasted in order to fight against nasty bugs. Every effort has been spent around sprites system, which still has to be considered the pulsating heart of the whole project.
In the end of June, the sprites cache has been fixed once forever, allowing Mike to stare at a new task to achieve: the weapons and the whole working pickups system.
First of all, we decided how the weapons would work in the game. Here comes a brief picture of it.
There are 5 enhacements for 3 different weapons (bullets power and frequency will change'em), up/down/rear fire, and a common level 0, at the very beginning. You can "feed" your weapon's level, in order to keep up a decreasing powerbar, and you can advance your weapon once the coinbar is filled. Changing your weapon by collecting the corrensponding pickup will you recompense with a powerbar addon.
Ok, there are some more pickups and subrules, nonetheless by now we're able to talk about the same stuff.
Then, summer has come, and the productive line of XeO3 has been completely lost, in favour of certain speculations about SuperCPU MMC background animations et simila.
In particular, the background animation affair has to be kept as frozen: Mike elaborated some conjectures that may set free background animations level per level, we shall see in the next future. Probably, my beloved temple flame will burn continuously, it will survive! Crossfingering...
On other XeO3 shores, things had moved too. Look, for example, how cool is the new testing demonstration by Russel, to push& forth the ZX Spectrum XeO3 conversion.
It moves 8 softsprites over a big big smooth scrolltext. The global result looks very cool, I was personally pleasured!
Yeah, my opinion is absolutely positive about this, and I persist to believe in a great Sinclair game!
But now it's November, the first rain keeps you in the house and suggest you to analyze the point of our situation.
Although some brand new bugs involving the high level's weapons management, Mike included the whole pickups and weapons system into the main code, and this means another fundamental target has been reached.
Because of this, we decided that it's time to show and let the audience judge the whole circus in action. Mike prepared a test level with the level's buildup I did...yeah exactly, the moment has arrived finally. Wait for a 100% working pickup system, some decent baddies'attack patterns to probe the gameplay balancing and a general downgrading in sprites/weapons variety, and you will play this test level, in order to feedback all your personal opinions.
Point one: come back frequently again by now. Point two: Santa's coming ohohoh!