So i'm apparently all about submarines this year.
Here's a quick sketch of an adaption of the russian electro-mechanical arcade machine called "morskoj boj" (literal translation "sea war") - that's whatthis thread was about. It plays somewhat like game b on Radar Mission for Game Boy, but with more focus on timing torpedo launches correctly and being careful with your meagre resources.
This is a rough outline for the periscope view. Half the point is the limited view. The twin sights would be sprites. So would enemy ships, so they are limited to one or maybe two entities per row, which is about right for capturing the feel of the original cabinet game.
When you reemerge to periscope view, your point is fixed, and you 360-scan your surroundings. Thus, the view needs to scroll. That's also how you aim.
The blatant problem here is how i would go about masking the view to the eliptic shape of the periscope while having a crolling background. I'm thinking about overwriting with blacks tiles
if enough far on the edges and and line it with 1 column of black sprites on each side. That means at least half of the 'per row' bandwidth is used up just for that. Then again, it's not a game where enemy sprites are all over you.
Including one preferable layout design-wise, and one which isn't as troublesome (but still - troublesome).
Do you think this is even feasible?
Here's a quick sketch of an adaption of the russian electro-mechanical arcade machine called "morskoj boj" (literal translation "sea war") - that's whatthis thread was about. It plays somewhat like game b on Radar Mission for Game Boy, but with more focus on timing torpedo launches correctly and being careful with your meagre resources.
This is a rough outline for the periscope view. Half the point is the limited view. The twin sights would be sprites. So would enemy ships, so they are limited to one or maybe two entities per row, which is about right for capturing the feel of the original cabinet game.
When you reemerge to periscope view, your point is fixed, and you 360-scan your surroundings. Thus, the view needs to scroll. That's also how you aim.
The blatant problem here is how i would go about masking the view to the eliptic shape of the periscope while having a crolling background. I'm thinking about overwriting with blacks tiles
if enough far on the edges and and line it with 1 column of black sprites on each side. That means at least half of the 'per row' bandwidth is used up just for that. Then again, it's not a game where enemy sprites are all over you.
Including one preferable layout design-wise, and one which isn't as troublesome (but still - troublesome).
Do you think this is even feasible?