The inscene'99 visit had been quite as success, especially regading
the 100K game competition. My brother and I then tried to figure out
what we would do on the next instance - obviously, our chance of making a
good game were higher than making a big demo like the one envisioned
for "samedi, tous in my home".
A comment by my peer
"Gedeon" about how it was a shame that crazy brix was only using boxes
for collisions pushed me towards the implementation of some
pixel-perfect collision routines. I remember I wanted to do some pinball
game, but after all, it was decided to go for a shoot-em-up. Our secret
"games to do" folder had a long list aborted shmups, from the
"Polycosmos" conversion of "space Mission", the failed "cosmowars" on
RSD Game-Maker, and the aborted "Bilou sky quest" ... Nothing getting
any close to our childhood golden award "Warhawk". So I picked the
"Tyrian" palette and started to pixel some ships.
The
assembly code for crazy Brix was quite horrible, and I remember taking
care of increasing the quality of the organisation for out'm'up.
Especially, frames-to-aminations, level layout, and to some extent the
sprites behaviour were described in a "data-oriented" macros system that
looked a bit like game script, but converted straight into binary
pointers and values -- something that was apparently common in MegaDrive
games development.
The second key development was to
support a dynamic list of sprites, allowing fancy explosions, lots of
shots and even powerups where crazybrix couldn't even accomodate for
anything but a ball and a paddle. Two lists, in fact. This engine was
the first time I decided to split objects in two separate casts to
reduce the amount of collision checks required.
While the
level design wasn't very inspired, the game received a brilliant
soundtrack, a classic but good-looking starfield effect and Out'm'Up won the
first place - although mostly due to the lack of significant competition.
Monday, October 23, 2017
out'm'up
Tags: asm, collisions, history, modplayer, pppteam, shoot'm'up, y2k
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