Saucers: yes to shooting them, maybe an easier flight pattern for them, just for the first few levels. At least in the original game, I don’t recall them being that difficult early on but memory is fickle that way, I’ll need to try it out again.
In the original game they didn't move across the screen very quickly, but approached fairly quickly and were hard to target due to the frame rate. I figured as a way to compensate for this in the remake I'd give them faster and more erratic movement to keep them difficult to target. I can adjust this and/or make it level dependent.
Quest 2: I do believe there are many sidequest games that support using a gaming controller via bluetooth connectivity so pretty sure track controllers are not mandatory, well at least on sidequest. In fact, I googled and there is a link from Oculus themselves that show how to connect a game pad. Apparently the requirement is the controller needs To support Bluetooth 3.0 class 2.
Sounds like I need to do a test build and see what happens
I apologize if this is listed somewhere but is there an end level to your recreation?
I actually discussed this with David Fox and he said that there was no ending for the original game as they never thought anyone would make it that far. I have a trained version of the original game for C64 so I tested what happens in the C64 version if you complete level 99, and it appears to just stay on level 99 after returning to the mothership and won't progress beyond it. In my remake I have added a short end-game sequence if you beat level 99, and you get a high score entry for level 100 to indicate you finished the game
Def at some point, I hope you add a high score mode where it’s “how long can you last at level 50 or 99 or whatever” infiniy level with the AI keep sending in saucers/ships, bases shooting at you, etc.
Sounds like a good idea for an "endurance" game mode in 1.1
I see on facebook a few people complaining about the fact the monsters shows up too often. I’m not certain they fully realize you need to blow up the ships after rescuing the pilots.
It seems a number of people don't know that you need to - or are even able to - destroy the crashed ships after rescuing a pilot. I certainly didn't when I was playing the original when I was young
However I still plan to review the alien spawn frequency, as it is based on David Fox's original timings and I may have misinterpreted them when converting the timings to the remake.
Facebook again: The few who commented on the missing “surprise” sound effects when the alien appears have a good point. I did see your responses and understand the challenge, hope you can sort out a proper music queue solution. BTW I’ve dabbled in a bit of voice acting, if you need help with this, I’d be glad to try and put something together that gives honor to the original sound effect.
Thanks for the offer to help, I may need it depending on how I go with creating a muttering sound - alternately I could find a sound effect of an animal growling and apply some effects to it. I'll see how I go with it first
I am repeating myself but it really was a stroke of brilliance to change the radar display to use similar resolution and frame rates as the original game. Such an awesome touch
Thanks!
Have any of the original devs commented on your version 1.0 yet?
David Fox has been actively commenting on my posts both on Facebook and Twitter, and he was commenting in the conversation on Facebook about the alien sound missing from the remake. Other than the missing alien sound, his feedback has been positive which I'm happy about