TAXI

Any discussions related to the creation of new hardware or software for the ZX80 or ZX81
dr beep
Posts: 2428
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

TAXI

Post by dr beep »

So I finished OTTO VAIJER yesterday and when I went to bed I had an idea for another game.

We all know some kind of pacman or other chasing games but I want to add something to the playfield.

So what is the idea:

You play an illegal taxidriver in a town and you want to pick up customers and drop them off.
Since you are illegal you will be chased by legit taxis.
When they catch you you have lost.

The map of the city will have multiple layers and perhaps even onewaystreets.

For now I have created a small map to try the levels and movement.
In the end the map of the city will be as large as possible in 1K.

Here is my test example:
taxi.png
A space is groundlevel street.
The chequered block is a ramp up or down.
The black block is a upperstreet.
The "O" on the map are inpenetrable walls

So this map is an 8 loop that you can drive.

You can discuss the game(idea) here with me.

Now I am off to code the first movement
dr beep
Posts: 2428
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: TAXI

Post by dr beep »

Based on the position on the road the display is now working.
Next to do is a valid move.
You can't move on a highroad when you are on a downroad.
ChrisB
Posts: 31
Joined: Tue Dec 17, 2024 8:53 am
Location: France

Re: TAXI

Post by ChrisB »

I am thinking of taxi slowing down when crossing certain portion of bad roads,
or speeding up when downhill driving.
And hitting by regular taxi would loose points instead of beeing catched,
too much loosing points would mean you are catched.
Would a screen scroll beiing possible like arcade games ?
ChrisB
Posts: 31
Joined: Tue Dec 17, 2024 8:53 am
Location: France

Re: TAXI

Post by ChrisB »

I am also thinking of a game like the hospital part in Amiga's mini-game "It came from the desert".
https://www.youtube.com/watch?v=cUcod0tXmkM.
It would be much fun to code a look-a-like, don't you agree ?
dr beep
Posts: 2428
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: TAXI

Post by dr beep »

ChrisB wrote: Fri Feb 07, 2025 7:40 am I am thinking of taxi slowing down when crossing certain portion of bad roads,
or speeding up when downhill driving.
And hitting by regular taxi would loose points instead of beeing catched,
too much loosing points would mean you are catched.
Would a screen scroll beiing possible like arcade games ?
First is a 1K fit version... extended version is always possible.

Like OTTO VAIJER points can also be an option.
dr beep
Posts: 2428
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: TAXI

Post by dr beep »

Yes, full valid moves now added to the game.

Next... design a map of the city.
dr beep
Posts: 2428
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: TAXI

Post by dr beep »

Here is a what I coded sofar.

A small (incomplete) map but this will be the gamesize.

You control the TAXI with QAOP and you can drive the roads.

You can't drop from the upperroad (dark) but you can go under a upperroad (only 1 step)
The chequered squares are the ramps onto the upperroads.
tx008.p
(781 Bytes) Downloaded 54 times
dr beep
Posts: 2428
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: TAXI

Post by dr beep »

Oneway street now working too.
dr beep
Posts: 2428
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: TAXI

Post by dr beep »

So the map is ready.

Time to code the passengers to pickup and some score and then extra taxis.
dr beep
Posts: 2428
Joined: Thu Jun 16, 2011 8:35 am
Location: Boxmeer

Re: TAXI

Post by dr beep »

283 bytes left over for passengers score and other taxis.

Now packing the screen so the game will remain under 949 bytes when loaded.

This is the playfield
taxi.png
Post Reply