Re: A83: A Request (long)


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Re: A83: A Request (long)




Sounds like Scorch to me...Scorch has already been done for the 83...
(KSA)Tekken

On Wed, 17 Feb 1999 15:06:35 EST RBunin@aol.com writes:
>
>If anyone has played the old classic PC game 'Tank Wars', you will 
>know what I
>am talking about. Hopefully someone will be able to make a close of it 
>for the
>TI-83 (or other calculators) using the information provided in this 
>message.
>
>The concept is 2 immobile tanks placed on opposite ends of a randomly 
>drawn
>terrain. The tanks themselves are small semicircles with a line 
>jutting out
>that is the cannon indicator. One of 9 cannon shell types (bought in 
>an
>intermission screen by money earned during the battles) can be fired 
>by
>pressing the 1-9 keys (see shell listing later.) Each player 
>(hopefully
>initially an AI player and eventually a linkplay system) takes turns 
>firing
>their tank shell, taking into account wind velocity (higher the 
>numbers the
>greater the effect), direction, gravity, and the type of shell being 
>fired.
>The player tries to damage the opponent's tank until it is destroyed, 
>at which
>point the round ends and both players go to a menu screen to purchase 
>new
>items.
>
>The weapon types:
>1. Small shell - low blast radius, low damage, high quantities, 
>cheap.
>2. Large shell - medium blast radius, medium damage, less quantities, 
>somewhat
>more expensive.
>3. Cherry Bomb - direct hits only; high damage, medium quantities, 
>somewhat
>expensive.
>4. Hydrogen bomb - high blast radius, high damage, can damage own tank 
>if
>misfired, affected more by gravity, low quantities, expensive.
>5. Atom bomb - very high blast radius, very high damage, very damaging 
>to
>self, affected a lot by gravity, very low quantities, very expensive.
>6. Groundbreaker - erodes 33% of the ground where it hits, increasing 
>the
>chance of the terrain above falling. Deals no damage if hitting a 
>tank.
>Moderately expensive
>7. Earthshaker - erodes 66% of the ground where it hits, otherwise 
>same as
>above. More expensive.
>8. V-Laser - flies straight up to the sky; flies horizontally until 
>directly
>above the targeted area (launched by firing an initial marker tracer 
>that
>deals no damage, all in one turn.)crashes down, burning away all it 
>hits until
>it hits the bottom of the screen or the enemy tank, where it deals 
>moderate
>damage. 1 shot per purchase, costly.
>9. H-laser - same as above but flies up until matches a horizontal 
>target, at
>which it burns a streak horizontally throught the terrain. 
>
>Other items (purchaseable but not selectable; always on):
>10. Inertia dampener - lessens the damage a tank receives from 
>falling.
>Costly.
>11. Shields - lessens all damage dealt by cannon shells. Very costly.
>
>The graphics - the terrain should be randomly generated probably using 
>a
>statistics plot and a shading routine. The tanks are just semicircles 
>with a
>line emanating out from the center, the line moves according to the 
>angle of
>the shot. Each bomb, aside from the hydrogen/atom bombs and the lasers 
>could
>easily be represented by a small +, while the atom bombs would be a 
>kind of
>>0> shape and the lasers just straight (vertical/horizontal) lines. A 
>shield
>effect would just be a larger semicircle that appears above the tank 
>when it
>is hit, showing that it is activated.
>
>For the other graphics: bottom row is the display. Listed on the 
>display are
>the current windspeed and direction (probably like 876 >), the 
>currently
>selected weapon, ammo remaining for the current weapon, own tank's hit 
>points,
>and the round score.
>The sides of the screen serve as borders - if a shot (any shot besides 
>the
>lasers) hits a border, it will bounce back with correct physics.
>
>I can't make this myself - I am VERY unskilled in the ways of just 
>regular
>BASIC programming, but I'd be very helpful anyone willing to work on 
>this. I
>don't have the original game anymore (it would run WAY too fast on my 
>P2 400
>anyway, it came out when the 386's were still popular if I'm not 
>mistaken...)
>
>Marc Bunin
>RBunin@aol.com 
>(I know, I know, I'm getting ISDN soon...)
>
>

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