スペース・ファイター斬剣(for those curious, "Zanken" roughly translates to "cutting sword")
I had this random idea earlier for a top-down shoot-'em-up. I doubt I would ever have the coding abilities to pull it off, but I enjoy coming up with random ideas, no less. I have a folder full of projects and assets that never get developed.
The game centers around Zanken: An advanced military spacecraft tasked with navigating through hoardes of hostile invasion forces and ultimately destroying the central core of the enemy operation.
Each level consists of an area of space swarming with enemy formations. Zanken must defeat each formation in order to progress to the next level.
Zanken is equipped with a wide arsenal of weapons -- each useful in a variety of situations. By defeating enemies and collecting power-ups, Zanken may switch between the various options available.
Space Fighter Shield - Each shield upgrade (S) covers Zanken from a single hit. Zanken's shield will increase or decrease in size to indicate the shield's strength.
Power Cells - When a power cell (P) is collected, Zanken switches between the weapons in its arsenal:
L-0:
Twin-Shot (default) - Fires two shots directly ahead. The weapon can be fired successively without much cool-down between shots.
L-1:
Pulse Emitter - Fires a pulse laser straight ahead. The laser penetrates multiple enemies, but has a longer cool-down period.
L-2:
Wave Beam - Fires a wave beam that covers a radius of three tiles, but has a slight cool-down period.
L-3:
Diffusion Missile - Fires a missile with a destructive yield. The missile appears in front of Zanken and flickers for a brief moment before launching itself ahead. When the missile explodes, it damages all targets within surrounding tiles. Has the longest cool-down period.
To the bottom of the play area are Zanken's score, and the number of players (lives) available. By accumulating points, Zanken can earn additional players.
To the right is the display for the current level, and Zanken's shield (S) and weapon (P) power meters. Each meter indicates the current / max number of upgrades.
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I was kind of curious how feasible such a project might be if written in BASIC. I can say a few things about it:
- There wouldn't be any masking, because it's strictly monochromatic; and each sprite generally covers the entire tile, anyway.
- I'm not sure if scrolling is feasible, but it's probably not necessary. One idea was that the graphics used in backgrounds could appear and disappear in patterns, giving the illusion of having a dynamic environment. (i.e., stars appearing and vanishing)
- I'm not sure how the sprite routine would work yet. I think maybe movement would occur 8 px at a time. (so a sprite would "jump" from tile to tile, as it would in one of those old Tiger Electronics LCD games)
- There aren't any graphics larger than 8x8 pixels. Bosses are sort of comprised of multiple, arranged tiles, but the actual target (such as the core, or a weapon) would only be 8x8 px.