Thanks Philip! Yeah, with only 10-lines and 80 characters per line, there's a limit to the features that can be added, which as you said, also limits the number of decision and branch points. The Unix / Linux version of Moon Buggy are a tad bit more forgiving on the precision, but then those are running on a faster processor, written in "C", and have a few more than 10 lines of code :)

One other thing about those 10 lines of code that probably isn't obvious is that for the randomization of the crater locations, I had to be sure there is always enough "land" inbetween craters. So that logic is in there too. And it took a bit of trial and error to get the buggy jump speed and hover time correct to be able to jump those doube-wide craters.

Ken

On 8/1/21 1:09 AM, Philip Avery wrote:
Pretty amazing for 10-lines, I say. Perhaps that's the secret - by limiting decisions & branching, the game-play is remarkably fast. I was also impressed by the precision required to successfully jump, not too soon, not too late.

Thanks Ken, that was enlightening.

Philip

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