65 Commits

Author SHA1 Message Date
965fc0d688
major rebalances
10s generator is too slow -- 10 seconds ago is an eternity in a shmup
and a player who has stopped firing should recover much faster. The
generator's max capacity is much lower and shield cost has been
rebalanced to match.

The Protron is much more expensive to fire, it was previously just
easy mode.

Shields now recover faster _once they start recovering_ (every second
if energy is available) but getting hit causes a "penalty cooldown"
that is much longer than the standard recovery interval. This behavior
is taken from Halo and basically every modern FPS that came after it;
it's unlike Tyrian, which had consistent shield recovery behavior.
But I think Halo's rule plays much better.
2024-08-18 01:46:39 -07:00
cc3ed20f76
fix overshield 2024-08-18 01:29:27 -07:00
fa0cff1ffc
one hit mode, fix vertmeter
full height meters overflowed p8num range
2024-08-18 01:28:12 -07:00
4f8b861cdb
okay I special cased it 2024-08-18 01:14:05 -07:00
5dc259c094
the Secret Hit Point: you have 1hp when the meter is empty
this won't work if your maxhp is 1, will need to special case that
2024-08-18 01:13:25 -07:00
51629376f2
adjust HUD
Health and shields now share one bar. one hit point is (about) the same
size in each. There is an indicator splitting the two categories of HP.
2024-08-18 01:10:20 -07:00
c5e49740c4
reorganize UI 2024-08-17 23:22:42 -07:00
59738d0376
use constraints to make chasey chase; now it is not wiggly 2024-08-16 19:48:44 -07:00
ccb897af24
fix calculation 2024-08-16 19:37:05 -07:00
c130f4cf52
actually invoke calc_targets 2024-08-16 19:25:10 -07:00
cf48497432
ymin and ymax for player 2024-08-16 19:23:20 -07:00
9dc36a95ee
port ship constraints logic 2024-08-16 19:20:30 -07:00
4804402f32
fix search-and-replace damage from a while back
a batch change from ship to self broke the thing that kept the player on
the screen. also spawn_goodie got missed in the migration to `_ENV` for
looking up stuff by name.
2023-12-24 21:39:52 -08:00
97ddfb876b
fix weird line break 2023-12-22 00:40:01 -08:00
a359bc5031
duplicating the file -- preparing for major changes.
Vacuum Gambit is about to stop being a Tyrian clone. The hybrid of
Mega Man Battle Network and Slay the Spire mechanics lends itself better
to Galaga than Tyrian. updatedshmup.p8 remains an excellent basis for a
Tyrian-like shmup, especially since it has a (demo of a) level loading
engine that reads strings, and maybe I'll even implement something along
those lines someday -- but I'm about to tear it all down to build it up
again, starting with the entire model for levels and progress, followed
shortly by the "energy" system and its interaction with shields.

(long-term plan: shields will auto-recover after every "flotilla", but
health will be more difficult to recover. Player shots will be limited
entirely by ammo and cooldown, replacing the "burst throughput" vs.
"sustain throughput" system created by the generator, although some
enemy firing patterns may recreate that behavior.)

(plan for the "level" system: create Galaga-style flotillas. I think
ship behaviors can reasonably be declared in the 8 bits available in
sprite flags, meaning I can program simple enemies entirely from the
sprite sheet and draw flotillas on the map.)
2023-12-21 13:09:33 -08:00