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F-Zero 83+ / F-Zero Progress Thread
« on: November 11, 2008, 09:02:35 am »
I am making an F-Zero game (which happens to be, unless I am misinformed, the first "real" 3D racing game for the 83+).
The engine basically just takes a 32x32 tilemap and draws it in a "3D view". More recently, I added a sprite routine and a routine to find where an object should be drawn in this 3D world. It draws one of 3 sprites depending on how far away it is. Right now, I have only drawn a sprite from the back of the ship, so it looks a bit strange without rotation.
Anyway, the latest screenshot shows all of this:
I am planning to implement a scaled sprite routine instead of the normal one so the ship can be drawn at any size, if there's enough speed left over.
Also, I think this will be a 2-page app, because the levels take up so much space (1KB each) and it's much more convenient for the user: I doubt you'll need any RAM free to play this game unless it's to use a high score Appvar.
I'm also planning link play.
The engine basically just takes a 32x32 tilemap and draws it in a "3D view". More recently, I added a sprite routine and a routine to find where an object should be drawn in this 3D world. It draws one of 3 sprites depending on how far away it is. Right now, I have only drawn a sprite from the back of the ship, so it looks a bit strange without rotation.
Anyway, the latest screenshot shows all of this:
I am planning to implement a scaled sprite routine instead of the normal one so the ship can be drawn at any size, if there's enough speed left over.
Also, I think this will be a 2-page app, because the levels take up so much space (1KB each) and it's much more convenient for the user: I doubt you'll need any RAM free to play this game unless it's to use a high score Appvar.
I'm also planning link play.