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