[00/04] ChopDuel full version

ZXNet echo conference «zx.spectrum»

From Evgeny Vorobjev To All 30 July 1997


Hello, Roman!

In a letter dated Saturday July 29, 1995, Vlad Ipatov wrote to Roman Petrov:

RP>> and discuss the logic for the computer for the second part
RP>> of this,
In my opinion, the speed of the bullets is too low. They fly like nylon shreds in the air.

All the best, Evgeny. Wed Jul 30 1997 18:04.

From Sasha Shost To All 31 July 1997

EV> In my opinion, the speed of the bullets is too low. They fly like nylon shreds in
but when I saw it I thought - but on a cell it should be a great game like a tank
wars
no resources required, tanks are conditional, explosions can be achieved not with color, but with gags
who would do it?


Sasha [Team OS/2] [Team EDSMO]


From Roman Petrov To All 31 July 1997


Hello! Dear Vlad!

At 01:49, Saturday July 29, 1995 there was such a thing that
Vlad Ipatov wrote to All:

VI> Hello to you, oh Roman!

VI> Friday July 25 1997 08:32, Roman Petrov wrote to All:

VI> Logicians? :) What kind of logic is there, perhaps the theory of probability. All the beauty
You can’t do without logic here either, the theory of probability in its pure form will not help :)
VI> games are in mistakes and so is the meaning. If the computer starts shooting without stopping
VI> in a straight line, but figs you will fly out. In general, there is a principle in DooM: he sees -
Don’t tell me, it’s theoretically possible, but what about practice ;-)
And in principle he won’t be able to shoot all the time - the maximum number of cartridges from each
player is 8 pieces
VI> enter the parameters of the environment so that he can analyze it and choose the path after
VI> missing from the sight of the victim, but I'm sorry for that. But considering the size
And where does this victim go, the whole screen seems to be in sight ;-)
VI> the labyrinth is quite possible, and the computer must see not only straight ahead
VI>, but also up - down and with his back too.
A person also sees, here in general you need to scan the entire labyrinth, and
not look for the victim it is necessary, the coordinates are known. The whole problem is that the computer
needs to be taught to competently avoid obstacles (most likely the computer will have
to avoid obstacles so competently that death from hitting it should not
bethreaten), shoot more accurately (you don’t need to shoot too accurately, otherwise it won’t be interesting). I would really like to teach the computer such tactical techniques as
ambushes, dodging, firing at an overtaking enemy, battle on propellers,
capturing a gas station, etc. (I don’t remember anything else now, I haven’t played for about a month and a half - I’ve run out of worthy opponents :(

VI> With respect, Vlad
C Best regards, Roman.


From Andrew Litvinov To All 1 August 1997

EV>> shreds in
SS> and when I saw it I thought - but on the cell it should be a great game
SS> like tank wars, no resources are required, the tanks are conditional, explosions can be done not with
SS> with color, but with gags, who would do it?

So there is it. I remember being stuck for a long time.

I wish you good luck!
-LAV- // Galaxy Inc // SoftLand // HRg [Team AMD In$ide] [Team ZX-music]


From Roman Petrov To All 1 August 1997

Actually, such an idea was, is, will be, and has even been quite well
worked out (on paper). 16 types of weapons, several types of armor, 2 (or 3, I don’t remember) types of walls, 3-4 types of tanks were invented. Top view, the map on the screen
does not fit entirely - 64x64 familiar places, color. Tanks can crawl several cells per turn; there is no concept of height at all. That's all. Although no, not everything, a procedure has already been written that displays part of the map.
Outputs in 3 interruptions, IMHO for a color screen 32x22 familiar spaces, and even
with allowed interrupts and without using a stack, not bad.

Yes, also regarding ChopDuel-2 - it will be 128k ONLY!!! The first part, as many
have already noticed, plows perfectly even at 48 kilos (including INTRO).
Oh! And regarding INTRO - I and BUSY SOFT think the same way: the principle used by me is absolutely identical to his principle. The only difference is the position of one
command :-) And I only went into Echology for high-speed multiplication, and
that’s all, so I didn’t steal anything from there :-)

With respect, Roman.


From Vladimir Kacev To All 2 August 1997


Hello Sasha!

31 July 97 01:27, Sasha Shost wrote to Roman Petrov:
...and here it’s a bit of a mess...
SS> and when I saw it, I thought - but the game should turn out great on the cell
SS> like tank wars there is no need for resources, tanks are conditional, explosions are not allowed

From Dmitry Zubarev To All 5 August 1997


Hi, Vyacheslav!

Saturday August 02 1997 00:49, Vyacheslav Mednonogov wrote to Sasha Shost:

VM> ja-ja!!! Tank Wars, (or helicopter wars :)), i.e. not one helicopter for each
VM>, but several. All the cunning will switch to the right
VM> helicopter at the right moment in order to deliver the right blow in the right place. Well, of course, it’s smart
VM> to hide helicopters (tanks) behind obstacles... True, you’ll have to give up gravity/impacts
VM> against walls :((

And since you’re talking about helicopters, there was a cool game on Atari - Burried Buck and its
remake of Chopper Hunt - so there were two helicopters shooting at the ground (randomly
generated like in tankwars) and took out bags of gold from there, gnawing their way
with shots in the ground, then taking them to the site, the water inside the ground was in the way, etc. It was a very cool thing, seemingly simple - but on the spec
you can do it just right. For those who need this as an idea, I’ll tell you the rest of the bells and whistles...
But I didn’t get the subj ;( Comments about it immediately started...
And the demo. I was there a long time ago - from here...

C u l8r,
Dmitry aka ZDW.


From Vlad Ipatov To All 6 August 1997


Hello to you, oh Roman!

Thursday July 31 1997 22:17, Roman Petrov wrote to Vlad Ipatov:

#Difine should preferably

RP> And where does this victim disappear, the whole screen seems to be in sight ;-)

For the clouds ;) There are bricks there. Let him not react to it until they
meet directly. And when he saw it, let him start searching.
Add the option to move beyond the screen boundaries and appear on the other side, as
in the original it is desirable.
It is also necessary to reduce the inertia of bullets, also as in the original, otherwise it is almost impossible
to shoot in a straight line. In additional bonuses you can add bullet speed
:) And in temporary bonuses, the number of bullets is not limited on the screen.
You can add a joke when the helicopter becomes invisible and does not break into
the walls :) Or a trick with smashing - in short, it is advisable to add some more tricks. Tricks and Bonuses should appear according to the Pac-Man principle - colorful
and can disappear.

RP> A person also sees, here in general you need to scan the entire labyrinth, and
RP> there is no need to look for the victim, the coordinates are known. The whole problem is that the computer cannot give the computer such a big head start, let it search wisely and naturally. And
it is advisable to limit visibility to the edges of the corners, those straight lines drawn from the point
of the body to them.

RP> must be taught to competently avoid obstacles (most likely the computer will have to
RP> so competentlyto bypass obstacles that he should not be threatened with death from hitting
RP>), shoot more accurately (you don’t need to be too accurate, otherwise

Let it be the level of sophistication of the computer and the player ;)

RP> it won’t be interesting). I would really like to teach the computer such tactical
RP> techniques as ambushes, dodging, fire at an overtaking enemy, battle
RP> on propellers, capturing a gas station, etc. (I don’t remember anything else now, months

Capturing a gas station at the Strongest level of difficulty. The rest are to taste.

RP> I haven’t played for a year and a half - decent opponents are over :(

Died! >:-)

With respect Vlad


From Igor Gruzdev To All 10 August 1997

And if you add a feature: fly in the dark, illuminating a certain circle around you?
Imho, it will add interest. Is it really possible to realize this...


With all sorts of regards and wishes.
Igor.

... Even in cloudy weather there is a chance to find your place in the sun.

From Igor Gruzdev To All 15 August 1997


Hello, Dmitry!

It’s quiet outside the window, and I’m sitting and writing a response to a letter written from Dmitry Zubarev to
Igor Gruzdev Wed Aug 13, 1997 at 23:11...

IG>> And if you add a feature: fly in the dark, illuminating a certain
IG>> circle around you? IMHO it will add interest. Is it really possible
IG>> to implement...
DZ> Well, they did it in Power Boat Simulator by Code Masters. ;)

Either a simulator, or in an intellectual battle with a computer.

From Alex Letaev To All 19 August 1997

VI>>> enter the parameters of the environment so that he would analyze it and choose a path after
VI>>> disappears from the sight of the victim, but that’s a shame. But considering the size
RP>> Where does this victim disappear, the whole screen seems to be in sight ;-)