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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)

Cart #deflektor-7 | 2019-09-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

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

  • FIXED bug in map loading that made optical fiber to crash (main reason to re-release)
  • ADDED some basic SFX
  • FIXED optical fiber pair coloring
  • some minor token salvaging and code clean-up

CHANGELOG V0.3

  • FIXED extra greediness in beam capture at mirror centers causing odd reflexions
  • FIXED color error on initial rise for the overload meter
  • MASSIVE spr sorting to allow for a reasonable leveldata format
  • Level is loaded from data (level info will live in 0x1000 to 0x1FFF unused shared map/spr space)
  • Crude leveldata persister as a prototype for leveleditor mode (unsure if editor will be a separate cart)

CHANGELOG V0.2

  • 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

CHANGELOG V0.1

  • 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
  • Scoring
  • Hardcoded level mapping

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
P#66564 2019-08-11 19:31 ( Edited 2019-09-01 12:58)

:: dw817

I'm not sure how to hit all the dots as the mirrors cannot be moved (location).

P#66595 2019-08-12 00:45

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!

P#66597 2019-08-12 02:25

Good basis here - some mechanics are not obvious (not implemented yet?)

Biggest gripe is: use the mouse!

P#66608 2019-08-12 08:43

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

P#66614 2019-08-12 15:05 ( Edited 2019-08-12 21:28)
:: dredds

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.

P#66615 2019-08-12 16:30

You need access to any tile to chase off Gremlins, and again... Challenge is based on economy of movement ;)

P#66616 2019-08-12 16:52 ( Edited 2019-08-12 16:52)

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
P#66735 2019-08-17 18:38

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