Helix Colony for Unexpanded VIC-20
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- chysn
- Vic 20 Scientist
- Posts: 1205
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Helix Colony for Unexpanded VIC-20
Helix Colony is available for download here: https://github.com/Chysn/VIC20-HelixCol ... s/tag/v1.2
And will soon be available on tape, for kicks.
It is the year 1999. Earth has entrusted you to establish the Helix Colony in the Procyon system.
* Explore the planet
* Build gamma mines
* Protect your crew
You have sixty days.
DIRECTIVE: EXPLORE THE PLANET
Use the joystick to move your craft around the planet in four directions. Each move consumes one energy. If you have 0 energy, your craft cannot move.
Your craft is equipped with a sensor that records its readings on your PlanetDisplay. It tells you how many gamma geysers are adjacent to your craft, up to four. The current reading is in the lower left-hand corner of your PlanetDisplay.
Response to question below: The map is set up at the beginning of the game, and does not change during play.
DIRECTIVE: BUILD GAMMA MINES
Your survival depends on energy self-sufficiency. Your Hab landed with a limited amount of energy, so you must build gamma mines over gamma geysers to sustain the colony. The Hab itself consumes one energy per day.
When you think you know where a gamma geyser is located, based on sensor readings, press the Fire button. Your ship will land. Move the joystick toward the sector on which you want to build a gamma mine. A gamma mine costs 50 energy to build.
If you built the mine on a geyser, the mine will produce an extra 3 energy per day, which you can use to explore and build additional mines.
If you built the mine anywhere else, it will not produce energy.
DIRECTIVE: PROTECT YOUR CREW
Unfortunately, gamma geysers are lethally radioactive. They are also invisible to the eye. If you fly your craft over one, the ship and its pilot will be destroyed. Only six of you made the trip, so heed your sensor readings!
You can safely fly your craft over gamma mines.
EVALUATION
After sixty days, your colony will be evaluated.
* You will score 50 bonus energy for each remaining crew member
* You will score 50 bonus energy for each successful gamma mine
* If your entire crew is killed before sixty days, the game ends with no bonuses
* The game will also end without bonuses if you run out of energy with no mines
And will soon be available on tape, for kicks.
It is the year 1999. Earth has entrusted you to establish the Helix Colony in the Procyon system.
* Explore the planet
* Build gamma mines
* Protect your crew
You have sixty days.
DIRECTIVE: EXPLORE THE PLANET
Use the joystick to move your craft around the planet in four directions. Each move consumes one energy. If you have 0 energy, your craft cannot move.
Your craft is equipped with a sensor that records its readings on your PlanetDisplay. It tells you how many gamma geysers are adjacent to your craft, up to four. The current reading is in the lower left-hand corner of your PlanetDisplay.
Response to question below: The map is set up at the beginning of the game, and does not change during play.
DIRECTIVE: BUILD GAMMA MINES
Your survival depends on energy self-sufficiency. Your Hab landed with a limited amount of energy, so you must build gamma mines over gamma geysers to sustain the colony. The Hab itself consumes one energy per day.
When you think you know where a gamma geyser is located, based on sensor readings, press the Fire button. Your ship will land. Move the joystick toward the sector on which you want to build a gamma mine. A gamma mine costs 50 energy to build.
If you built the mine on a geyser, the mine will produce an extra 3 energy per day, which you can use to explore and build additional mines.
If you built the mine anywhere else, it will not produce energy.
DIRECTIVE: PROTECT YOUR CREW
Unfortunately, gamma geysers are lethally radioactive. They are also invisible to the eye. If you fly your craft over one, the ship and its pilot will be destroyed. Only six of you made the trip, so heed your sensor readings!
You can safely fly your craft over gamma mines.
EVALUATION
After sixty days, your colony will be evaluated.
* You will score 50 bonus energy for each remaining crew member
* You will score 50 bonus energy for each successful gamma mine
* If your entire crew is killed before sixty days, the game ends with no bonuses
* The game will also end without bonuses if you run out of energy with no mines
- Attachments
-
- helix0818.d64.zip
- Final Version with Smoother Flight
- (3.27 KiB) Downloaded 83 times
-
- helix.d64.zip
- Updated Version with Music Control
- (3.25 KiB) Downloaded 85 times
Last edited by chysn on Tue Aug 18, 2020 11:48 am, edited 9 times in total.
VIC-20 Projects: wAx Assembler, TRBo: Turtle RescueBot, Helix Colony, Sub Med, Trolley Problem, Dungeon of Dance, ZEPTOPOLIS, MIDI KERNAL, The Archivist, Ed for Prophet-5
WIP: MIDIcast BASIC extension
he/him/his
WIP: MIDIcast BASIC extension
he/him/his
- Kweepa
- Vic 20 Scientist
- Posts: 1316
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Re: Helix Colony for Unexpanded VIC-20
This looks very interesting, thanks!
- chysn
- Vic 20 Scientist
- Posts: 1205
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Re: Helix Colony for Unexpanded VIC-20
How do you evoke "retro" and "future" at the same time? 1999!
When I was a kid, I was given a die-cast Eagle from Space: 1999, although I don't think I ever saw a single episode.
When I was a kid, I was given a die-cast Eagle from Space: 1999, although I don't think I ever saw a single episode.
VIC-20 Projects: wAx Assembler, TRBo: Turtle RescueBot, Helix Colony, Sub Med, Trolley Problem, Dungeon of Dance, ZEPTOPOLIS, MIDI KERNAL, The Archivist, Ed for Prophet-5
WIP: MIDIcast BASIC extension
he/him/his
WIP: MIDIcast BASIC extension
he/him/his
Re: Helix Colony for Unexpanded VIC-20
Great idea for a game with the time element, you can't just build once and sit back and collect the cash to get a high score.
Are the locations fixed at the start of the game or do dynamic changes happen in the core of the planet? e.g. a deposit springs up, shows on radar and if not mined could fade away and once safe areas now become active?
Are the locations fixed at the start of the game or do dynamic changes happen in the core of the planet? e.g. a deposit springs up, shows on radar and if not mined could fade away and once safe areas now become active?
Me too - I remember the sprung landing pads, releasing the cargo and the rocket engine nozzles but also never saw the show until many years later.
Vic20-Ian
The best things in life are Vic-20
Upgrade all new gadgets and mobiles to 3583 Bytes Free today! Ready
The best things in life are Vic-20
Upgrade all new gadgets and mobiles to 3583 Bytes Free today! Ready
- chysn
- Vic 20 Scientist
- Posts: 1205
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Re: Helix Colony for Unexpanded VIC-20
It’s like Minesweeper; the board is set up at the beginning, and it stays that way. If you’ve found a sector to be safe, it will be so until the end of the game.
I should put this info in the manual, because time is a factor, and it’s important to know that routes you discover won’t suddenly become dangerous.
VIC-20 Projects: wAx Assembler, TRBo: Turtle RescueBot, Helix Colony, Sub Med, Trolley Problem, Dungeon of Dance, ZEPTOPOLIS, MIDI KERNAL, The Archivist, Ed for Prophet-5
WIP: MIDIcast BASIC extension
he/him/his
WIP: MIDIcast BASIC extension
he/him/his
Re: Helix Colony for Unexpanded VIC-20
well done.
respect, the third AAA-program this year from you.
the concept is simple, but brings a lot of fun.
i like your feeling for colors and grafics but the song kills my nerves
did you create the font yourself? it looks good.
and the best of all: it is for an unexpanded vic!
i'm looking forward to your next project.
aitsch
respect, the third AAA-program this year from you.
the concept is simple, but brings a lot of fun.
i like your feeling for colors and grafics but the song kills my nerves
![Wink :wink:](./images/smilies/icon_wink.gif)
did you create the font yourself? it looks good.
and the best of all: it is for an unexpanded vic!
i'm looking forward to your next project.
aitsch
- chysn
- Vic 20 Scientist
- Posts: 1205
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Re: Helix Colony for Unexpanded VIC-20
Thanks for trying it!
I've got tons of memory left. I think I'm going to make a music on/off setting.i like your feeling for colors and grafics but the song kills my nerves![]()
I did, it's loosely based on the Alexana Neue Typeface.did you create the font yourself? it looks good.
VIC-20 Projects: wAx Assembler, TRBo: Turtle RescueBot, Helix Colony, Sub Med, Trolley Problem, Dungeon of Dance, ZEPTOPOLIS, MIDI KERNAL, The Archivist, Ed for Prophet-5
WIP: MIDIcast BASIC extension
he/him/his
WIP: MIDIcast BASIC extension
he/him/his
Re: Helix Colony for Unexpanded VIC-20
Nice Game. May even better: select music on / off and sound fx on / off
Valid rule today as earlier: 1 Byte = 8 Bits
-._/classes instead of masses\_.-
-._/classes instead of masses\_.-
- chysn
- Vic 20 Scientist
- Posts: 1205
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
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- Occupation: Software Dev Manager
Re: Helix Colony for Unexpanded VIC-20
The new version with music control on the title screen is attached to the original post. Up/Down sets the music, Left/Right sets the level. I didn't do sound effect control. That's what the volume knob is for
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Actually, the music control was just sort of an afterthought. The real fix in this version is that I reset the jiffy counter during setup. In the original version, you could potentially be cheated out of almost an entire day because I wasn't resetting the clock. The game also ends at the END of Day 60. So this update ensures that you have the correct amount of time.
VIC-20 Projects: wAx Assembler, TRBo: Turtle RescueBot, Helix Colony, Sub Med, Trolley Problem, Dungeon of Dance, ZEPTOPOLIS, MIDI KERNAL, The Archivist, Ed for Prophet-5
WIP: MIDIcast BASIC extension
he/him/his
WIP: MIDIcast BASIC extension
he/him/his
Re: Helix Colony for Unexpanded VIC-20
Valid rule today as earlier: 1 Byte = 8 Bits
-._/classes instead of masses\_.-
-._/classes instead of masses\_.-
Re: Helix Colony for Unexpanded VIC-20
I can't wait to try this one! Looks great!
- orion70
- VICtalian
- Posts: 4343
- Joined: Thu Feb 02, 2006 4:45 am
- Location: Piacenza, Italy
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Re: Helix Colony for Unexpanded VIC-20
Didn't have the time to test it yet. Will give a try over the weekend. Thanks for producing a game with a good level of complexity in less than 3 kilobytes!
- KomekCommodore
- Vic 20 Newbie
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- Location: Poland
- Occupation: editor
Re: Helix Colony for Unexpanded VIC-20
Great job
I will gonna to review this game in the next issue of commodore gamemag "Komoda Amiga plus" ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
- chysn
- Vic 20 Scientist
- Posts: 1205
- Joined: Tue Oct 22, 2019 12:36 pm
- Website: http://www.beigemaze.com
- Location: Michigan, USA
- Occupation: Software Dev Manager
Re: Helix Colony for Unexpanded VIC-20
Helix Colony is now available on cassette at https://www.etsy.com/listing/842496224/ ... for-vic-20
VIC-20 Projects: wAx Assembler, TRBo: Turtle RescueBot, Helix Colony, Sub Med, Trolley Problem, Dungeon of Dance, ZEPTOPOLIS, MIDI KERNAL, The Archivist, Ed for Prophet-5
WIP: MIDIcast BASIC extension
he/him/his
WIP: MIDIcast BASIC extension
he/him/his