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Re: intro
----- Original Message -----
From: "Robert Rendell" <rob@universe.serc.rmit.edu.au>
To: <xarchon-l@xarchon.seul.org>
Sent: Wednesday, July 26, 2000 03:20
Subject: Re: intro
> Actually, one other thing - Ronen, where did you get the numbers (movement
> rate, damage, health, bullet speed) for the creatures in XArchon? I took
> screenshots of the original Archon running under a C64 emulator, and
> measured things like the height of the health bar in pixels, and how much
> each creature's attack dropped the enemy's health, and came up with quite
> different numbers to those in XArchon...
X ARCHON is modelled after the PC version of ARCHON that I had.
As it turned out, the PC version is the crappiest of all the versions of
ARCHON
that ever were. And as if it wasn't enough that the graphics subsystem was
way worse on the PC, compared to the C64 and Amiga, the guy who did
the PC conversion felt it was also necessary to screw up the game with
stuff like that square-based movement.
But I haven't found out that other ARCHONs were nicer until about halfway
through X ARCHON; and besides, the PC version is the one I set out to make
a clone of, so that's what I did do in the end. I do know, however, that
this
disappoints a few people on the list.
So about the numbers, they're loosely based on the PC version..
I made some alterations here and there, where I thought it would be more fun
"my way," but basically it's the PC version.
I understand from this email (and other emails from you) that you're
changing
this to be point-based movement, and perhaps C64-based
damage/speed/whatever.
That's nice, I'm all for that, but would you consider also keeping the
current
behavior? Maybe have a platform-selection-button, selecting between PC and
C64
modes. Or compile-time option (easier, yuckier). This is just a
suggestion.
Oh well. Byebye.
- References:
- Re: intro
- From: Robert Rendell <rob@universe.serc.rmit.edu.au>