Aijai, siitä on aikaa, kun näin Zaxxonia pelattavan. Varmuuden vuoksi jos et tiennyt - Zaxxonin saa tuhottua jos räjäytät ohjuksen sen "näppeihin" ennen laukaisua. Tuolloin myös bonuspisteet ovat viisinkertaiset. Tuossa oli ilmeisesti jokin bugi, kun kahdella jälkimmäisellä kerralla ohjus ei lähtenyt, vain ääni kuului.
@ChrischoBoardgaming4 жыл бұрын
With today's game engines (like Godot, Unity, Unreal, etc.) available quite freely, there's no need to wait for something like SEUCK back then ;) I have been thinking of making my own isometric fighter game and had a vage memory of seeing one or two games in the 80s. One of the decisions a developer of such a game has to make is whether depth matters or not and if it matters, he/she needs to find a solution for it -- how does a player know when their ship is going to crash into the obstacles it is approaching? Here, there was this height level system indicating to the player how high he was flying, and players had to alter their ship's altitude to avoid crashing. Weirdly, though, the way the walls or force fields are depicted in-game, I find it hard to estimate which altitude would be right for which obstacle. Maybe you got the hang of it, if you'd played it long enough (and crashed a few times).