I'm pleased to see that - if the popularity sort is anything to go by - Polymer Picker has risen to page 3 in the list on the BBC Games Archive. Thanks for playing it, hope have enjoyed playing it
I've been noodling ideas for a sequel, and wanted to bounce a few ideas, and ask how it might be possible to realise it.
- the basic plotline concerns emptying rubbish out of an oceanic trench. You would have to control a robotic submersible, connected to a winch(?), and work your way down, collecting rubbish as you descend.
- when you reach the bottom, you then have to work your way back up
- if you hit the sides of the trench, damage is sustained. If too much damage is acquired, you implode and it's curtains.
- ocean currents would sway the submersible. Subsea quakes could invoke rocky debris to fall, which you would have to avoid.
- In terms of screen layout, the trench would necessitate a vertically narrow screen, with the sides representing the trench cliffs.
- As you descend, the sea colour turns from blue to black, but in a gradual manner. This requires increasing levels of blue/black mottling
- There would of course, be various items of sea life to admire/contend with.
If the submersible has a line attached, how would the line redraw according to how much you move left and right. How would momentum via currents be realised? I would imagine similar physics to a lunar lander game would come into play here.
And of course, the million pound question - would BASIC/6502 hybrid be appropriate? I would imagine a custom screen layout would free up screen memory, but it's no use if the game ends up too slow.
Well, there you have it. Until ChatGPT can build a BBC Micro assembler game for me, I will entrust the Stardot membership's wisdom on how best to realise this idea (which is - let's face it - forever )
Thanks in advance!