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Skyroads
Trezker
Member #1,739
December 2001
avatar

I've started work on a Skyroads game.
I wonder how wide and high a level is in the original?

I was thinking of making it more of a racing game than the original, with several two player modes.

Have you got some cool suggestions?

I was also thinking about how to store the level.
I want to build it with layers of w*h blocks.

I came to the solution.

//w and h are constants for the size of a layer.
class BLOCK{
  char type;
};

class LAYER{
  BLOCK block[w][h];
};

class LEVEL{
  vector<LAYER> layer;
}

The LAYER class feels a bit awkward though, since it's never going to be more than a struct for BLOCK[10][5]. Unless I do a waypoint thing with it.
Is there a better way to solve this?

I was also thinking about using list instead of vector.

spellcaster
Member #1,493
September 2001
avatar

What's a skyroads game?
It's kinda hard to suggest something, without any idea what you want to do ;)

--
There are no stupid questions, but there are a lot of inquisitive idiots.

Trezker
Member #1,739
December 2001
avatar

You haven't played Skyroads!? Weirdo!

I think there's a Skyroads clone on the depot, it didn't work when I tested it though.
I recommend testing the original.

A short description.
You have a vehicle that can jump.
You play on a level of blocks, and have to get through it without falling off or crashing into a wall.
Some blocks speed you up or slow you down, some are slippery, others burn you up and yet another refuels your shuttle.
Originally it's a kind of racing puzzle game.

spellcaster
Member #1,493
September 2001
avatar

/Me googles for skyroads
So you're doing a 3d game then?
Sounds cool :)

--
There are no stupid questions, but there are a lot of inquisitive idiots.

Trezker
Member #1,739
December 2001
avatar

The probability of me finishing this game is unsure. But if ppl bug me about it, the chances will be greater.

About finishing, if you want campaigns in Miffonoid, don't hold your breath.

Cage
Member #1,277
March 2001

Well I'm bugging you, you'd better finish the game or I hunt you down and punish you accordingly ;D.

-----
"I'm dumb!. it prolly wont do anything just like Sub7 when u extract it to ur own system I'm dumb!." - theforgotten
"heh i got hit by sub7 before. I just dont know how i got it. It took me about 2 yrs to figure out which virus i had. I'm dumb!. then i started wanting to hack and i got sub7 just ot play around with it and i found the features in it that i had been affected by when i got the virus." - theforgotten

Trezker
Member #1,739
December 2001
avatar

I just realized, SC thinks it's a cool idea, that must mean... HE LOVES ME! ähum

Nyah, I'm pretty busy nowadays, and between stresses I play games to wind down. So programming happens on rare occasions.

My guess is that you'll be seeing a Skyroads editor on the depot, some day.

But hopefully I'll make a two player battle game, so you can knock eachother off the track.

And I was thinking off adding fog as a block type.
And don't think for a second that I've forgotten the tunnels.

spellcaster
Member #1,493
September 2001
avatar

Why do "cool ideas" imply love?
I just had a look at the website of skyroads, and downloaded the game. Pretty cool.

What features do you plan to add?

--
There are no stupid questions, but there are a lot of inquisitive idiots.

Trezker
Member #1,739
December 2001
avatar

Challenge/Scramble with timeattack
Single player.
Levels of increasing difficulty.

Race
One or two players.
Several laps, hmm, see *1 below
Maybe add weapons, hmm, *2
Respawn where you fall off.

*1 I might render the level curved so you get the impression of racing on a circle.

*2 A blaster gun in the front.
Mine layer
Oil, you can't steer on a slippery layer.

EDIT: I forgot about the tunnels that were rounded on the outside. Those didn't exist in Kosmonaut IIRC.

Blade Nick
Member #1,597
October 2001
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Hmmm I reamber that game it was kewl but I could never get passed the 3rd stage of the 1st campaing or race course thingy(FORGOT WHAT THEY WERE CALLED)...

Bad Website Of Mine
We, will survive.

Thomas Harte
Member #33
April 2000
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My little contribution to the conversation: Sky Roads is based on a much older game called Trailblazer which google tell me is available for at least the ZX Spectrum, Amstrad CPC, C64, Amiga and Atari ST, and has prominent clones whose names I don't recall across several other micros including all of the Acorn series. No doubt the Acorn Archimedes clone will be the closest of any to Sky Roads and probably one-ups it on graphics. All of these games (except maybe the Arch) have you piloting a ball over a flat level may but otherwise are identical.

EDIT: Archimedes game is named 'Fervour'. BBC/Electron (8bit Acorns) game is called 'Sphere of Destiny' and is one of the ones I used to test my emulator.

Blade Nick
Member #1,597
October 2001
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Bahhh man SkyRods must of been popular.

Bad Website Of Mine
We, will survive.

Trezker
Member #1,739
December 2001
avatar

So, I wondered if SKyroads had something to do with Trailblazer. I found that game to fast for me, but I've cleared more than half the tracks in Skyroads. (It runs in XP!)

I've done the rendering code now. Flatshaded only. Still a couple of things to do before it's rendered correctly. Then I should have an editor in no time.
That is, if I keep on working on it.

Thomas Harte
Member #33
April 2000
avatar

Oh, there is also a pretty smart OpenGL remake of Trailblazer which incorporates a small quantity of the ideas of Skyroads with respect to physical level blocks but still isn't that close to the real thing.

My simple suggestion is how about more designs for the 'flat' surface the track lies upon? You could map the tracks to loops and spirals and things - not affecting the gameplay in any way but giving you an opportunity to add plenty of interesting external eye candy.

EDIT: The remake I was thinking of is Blazing Trails from the Retrospec stable.

Trezker
Member #1,739
December 2001
avatar

Spirals, sounds nice.
I thought of, as mentioned before, making the track look like you race inside a circle.

I have made an editor, can do everything except tunnels or fog. Those need some extra work on the rendering.

I'm glad to see there's some interest, even though it's expressed by so few.

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