Indie Retro Information: Hyperborea Resurrected

Indie Retro Information: Hyperborea Resurrected

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It was solely simply the opposite week that we gave you the heads up about Hyperborea Resurrected; an upcoming Amiga sport from GoldenCode which is classed as a bullet hell shooter that requires at the least a inventory A1200 or above. Properly in case you’re on the lookout for some extra information about this eye sweet sport, then we have now simply discovered by means of the EAB boards, that the creator has teased a brand new video displaying much more bullet unfold, muzzle flash and far rather more. 

For these of you who missed our earlier article, this is what Daytona675x mentioned on the EAB boards. “Some years in the past Torben B. Larsen from Cope-Com, the graphician and designer of titles like Hybris and Battle Squadron, and I made a decision to group as much as make a brand new shmup. I shortly got here up with some prototype code and Torben drew various gfx for the primary stage. Sadly actual life kicked in and so the mission went into hibernation – till lately. My nephew Tom needed to do a two weeks college internship and he had requested me if he can do it at my place. Certain factor” 

“After all I wished to point out him the right way to code video games for the Amiga. Hm, nicely, Souverän Soccer wasn’t nicely suited to that job – a lot too complicated and large and every part. Finally I made a decision to resurrect Torbens and mine mission “Hyperborea” The internship started finish of october and a few days earlier than I had written down a brand new design plan for that sport. I trashed every part of the outdated code and began from scratch. Properly, not precisely. Some helper capabilities from Souverän Soccer had been copied over, after all “

“When the internship ended we had an intro-screen, predominant menu, highscore administration, a scrolling tilemap, music, explosions, gamers and player-weapons. And Tom is aware of quite a bit about sprites, blitter, registers, multiplexing and bug-hunting  Anyway, the following ~ 4-6 weeks I spent tweaking and including all of the lacking elements. And that is the outcome proven within the video above”:

What’s new:

-spread shot

  • Absolutely loaded  Every participant can now throw as much as 36 laser-streaks on the enemies.

-muzzle flash

  • As a result of it appears cool and considerably distracts from onerous hw-sprite switches 

-collision dealing with participant vs. bullets and floating enemies

  • As I mentioned: no measurable efficiency hit 

-smart bomb

  • The most cost effective impact I may consider, however adequate I suppose. Within the video it is triggered in type of a typical Danmaku novice auto-bomb: in case you’re about to die it is going to be activated mechanically, except your bomb inventory is empty, after all. Whereas the bomb is lively, enemy hitpoints are consistently drained, bullets are canceled and also you’re invulnerable. Observe: for the video I at all times preserve the 2nd participant’s bomb inventory at 0. That is just because in any other case it will consistently bomb if hit and make the video a lot much less fascinating 😛

-removed dummy take a look at explosions on enemy hit

  • As a substitute a devoted hit sound is performed. Perhaps I am going to add some sparks later.

-optional bullet canceling on enemy hit

  • One other typical Danmaku function which often applies to considerably larger enemies: when the enemy is destroyed then the entire bullets that had been spawned by it are canceled. The great outdated Battle-Squadron boss makes use of that function now.

-extremely optimized player-shots vs. enemies algorithm

  • As you possibly can in all probability think about, testing as much as 72 participant photographs towards a swarm of enemies kills efficiency if accomplished the plain approach.

-optional craters for floor enemies and take a look at turrets

  • These craters obtained their very own devoted rendering system.

-Some well-known floating popcorn enemies 

And that is every part that was mentioned about this newest replace, however for additional data both examine the thread (HERE), or wait till we do a extra in-depth write up nearer to launch.

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