Hi Tom,
My guess is that each centipede had 8 segments.
If you hit the first or last it would disappear with a sound effect.
And if you hit the head then you were ready in position to knock out the 
rest since they would walk right into your gun position.
But if you hit one of the center 6 then the creature would split at that 
point with the head continuing along in the same direction while the tale 
end reversed direction and went the other way traveling in each direction.
Once the pieces hit the left or right edge of the screen they would drop one 
row and reverse directions.
If they hit an obstacle they would also reverse directions.
So if a row of mushrooms was close to one edge the centipede could quickly 
drop all the way down to your level.
In a blind friendly sound version, each of the 8 segments would need to make 
a walking sound.
It was like Space Invaders in that the bug went faster the closer it got to 
you.
Once it gets you, you are dead!
Phil
----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, January 13, 2007 2:36 AM
Subject: [Audyssey] centipede was sarah


> Hi Phil,
>
>
> Quote
> There are several games I would like to develop that have linked creatures
> such as centipede.
> End Quote
>
>
> Well, let's see how things go after Raceway and Montezuma's Revenge are
> ready to hit an internet site near you, and perhaps I'll whip up a
> centipede clone. It was pretty fun and millipede was even harder. You
> blow a part off, and a few seconds later it would grow back. The game
> was hard to beat, but was fun as all get out.
> What's more I think it is a pretty easy concept to create. From my
> understanding of how it works you have an array of say 100 units which
> the centipede is filling. When you shoot it at a certain spot it breaks
> at that point, and sooner or later it grows back together in that place
> as it checks where the breaks are in the array and redraws them.
> Anyway, fun thing to think about and I don't see it as all that hard to
> write. Just hard to play. Grin.
>
> 

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