Darkchambers Implementation#205
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added version with debug prints
added integrated version
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Hello,
below you’ll find our implementation! We tried to stay as faithful as possible to the ALE implementation (but there are some minor misalignments described below).
Here a rough description of the core functionality
Core Functionality
Items
ITEM_HEART): Restores player health.ITEM_POISON): Damages player health. (we used a box scaled version of the skull sprite. not sure about that in the ALE reference game, I think it can easily be confused with a spawner there.)ITEM_TRAP): Looks like a ladder and inflicts greater health damage.ITEM_STRONGBOX): Awards 100 points.ITEM_AMBER_CHALICE): Awards 500 points.ITEM_AMULET): Awards 1000 points.ITEM_GOLD_CHALICE): Awards 3000 points.ITEM_SHIELD): Reduces damage taken.ITEM_GUN): Increases player fire rate.ITEM_BOMB): Destroys all enemies in an area after picked up and space pressedITEM_KEY): Unlocks gated areas or cage doors.ITEM_LADDER_UP): Exit to the next level.ITEM_LADDER_DOWN): Descend to a lower level.ITEM_CAGE_DOOR): Gates entry to a 3×3 cage containing a reward.Map
-Each map part currently has a 3×3 locked cage with a reward inside. This shows up more often than the hidden rooms in the ALE version, again to make testing easier.
We’d love to hear any suggestions or ideas you might have — your feedback would be greatly appreciated!
Thanks so much,
Julius, Paolo, Jakob