White Light
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| - | |[[Image:WhiteLightTitleScreen.png| | + | |[[Image:WhiteLightTitleScreen.png|320px|'''White Light title screen '''<br>''Posted: Apr 25, 2009'']]<br>'''White Light title screen'''<br>''Posted: Jun 19, 2009'' |
|[[Image:WhiteLightScreenshot1.png|256px|'''The first enemy '''<br>''Posted: Apr 25, 2009'']]<br>'''The first enemy'''<br>''Posted: Apr 25, 2009'' | |[[Image:WhiteLightScreenshot1.png|256px|'''The first enemy '''<br>''Posted: Apr 25, 2009'']]<br>'''The first enemy'''<br>''Posted: Apr 25, 2009'' | ||
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Revision as of 18:59, 19 June 2009
Contents |
White Light by Tom Walker
License
Software license TBC
Introduction
White Light is an unofficial sequel to FireTrack, publisher Electric Dream's 1987 vertically scrolling shoot-'em-up classic by Orlando. FireTrack, later re-released by Superior Software, was loosely based on Tehkan's 1984 arcade game Star Force and has long been regarded as one of the most technically advanced games ever made for the BBC Micro.
Features
- Runs at 50 frames per second (scrolling at 25)
- Multi-loading - a new set of graphics and enemies for each level
- Weapons can be upgraded through four power-up levels (and will be increased from this!)
- Parallax scrolling
Sample Screenshots
![]() White Light title screen Posted: Jun 19, 2009 | ![]() The first enemy Posted: Apr 25, 2009 | |
![]() Maximum upgraded firepower Posted: Apr 25, 2009 | ![]() The second level Posted: Apr 26, 2009 |
Sample Video
White Light AVI Video (190 KB zipped, expands to 2.0 MB) (19 June 2009) White Light AVI Video (261 KB zipped, expands to 3.2 MB) (28 April 2009)
Development Diary
18 June 2009
Fixed up collision detection. Enemies now have a 'health' of more than one shot - I added the ability to flash enemies white so this can be seen. Shots no longer pass through enemies.
16 June 2009
Added enemy collision detection - you can now shoot enemies, and they explode! Few bugs though. Also decided to keep a proper diary!
May 2009
Added proper enemy routines - enemies turn up at pre-defined points in the level (like most shooters, but unlike Firetrack) using pre-defined movement patterns. The menu system was rewritten, it's now possible to back out of the game back to the menu. Also basic music support was added - a music player can be called in the game, in the menu, and during loading. This version was demonstrated at the RCM open day at the end of May, with a SID tune.
April 2009
Quite a bit of progress - the game levels were seperated from the main code (so they can be loaded in independantly), and the player gained the ability to shoot. A second level was added (mainly to show the possibility of multiple levels) - it's almost entirely empty. The main first level was also designed around this time, using a new Windows-based level editor.
March 2009
After mentioning the existance of the game at Byte Back, I decided to revive it. I added (slightly) proper graphics, and a few other effects such as parallax scrolling stars.
November 2008
Work started, under the pretence of being a different type of game altogether. A basic scrolling demo gained player control, and some basic enemy routines. I intended to show this (privately) at the Retro Computer Museum open day, but for various reasons this never happened. The game was then shelved for a few months.



