(Edit: ACK! Sorry for the necromancy; I didn’t realise the first-page threads were that old until I took a closer look. :-[ )
Brilliant. I suppose you’ve had the advantage of having an existing (excellent) design to work from, but this is still pretty damn brilliant.
FWIW, I never owned a C64 - my first computer was a PC-XT - so this is my first crack at a Paradroid-like game, and I think I like it.
Please get the consoles working!
I’ve also got a couple of suggestions…
(1) Whenever you send a pulse, the pulser’s position resets. Could you adjust it, or at least offer a control option, such that:
- sending a pulse doesn’t reset the pulser’s position, and
- pressing the “influence mode” (?) key does?
So the player could pulse a bunch of control lines and then reset the position of the pulser to hit another line that’s near the start position (for example).
(2) I noticed that some droids don’t use lasers (like the 300-series) and some have special weapons (I don’t even know what series those are; my 400-series got chewed up pretty quick by them!). Could you adjust it so that when those droids are taken over by the player, they retain their unique abilities? (Do they already?)
(3) This may sound like sacrilege, but maybe there should be a minor puzzle-solving element to the game. Like, there might be laser barriers in an area that only certain droids would be immune to, or extreme temperatures which would damage certain models of droid, or pits that could be hovered over by a hovering-capable droid. This would make the droids very, very different in their abilities and encourage more hopping!
(4) Have an “easy”/“wimp” mode where the player can rack up multiple “lives” by taking over droids. So if the player took over two 300-series and then failed to take over a 400-series, the second 300-series would be destroyed but they would revert to the first 300-series. (Needs balancing… I can see players taking over a bunch of 100-series and then using them to kamikaze some high-level droids. Perhaps in this mode, the high-level droid would shoot the player once before attempting to self-destruct… if it managed to one-shot kill the player, it wouldn’t self-destruct.)
Edit: (5) An optional command-line input interface for the hacking minigame would be awesome! Just label the connection lines 0-F and pop up a text I/O window next to the pulse display (or above/beneath it).
ENTER “SELECT A” FOR SIDE A OR “SELECT B” FOR SIDE B.
SELECT A
INPUT PULSE COMMAND
PULSE 0,1,3,7,D
SENDING PULSES TO LINES 0,1,3,7,D.
PULSE 5,B,F
ERROR: INSUFFICIENT PULSES
PULS###CONNECTION INTERRUPTED###
DEADLOCK
Thanks, and good luck with the project!