Phase One:The initial stages I went through were simply to get a suitable usable graphics set together.
Firstly, i ripped all of the (limited) graphics from the original ZX Spectrum version. these were pretty easy to enhance, with the same style being used that i had used for Horace Boxing. This meant I could have some kind of consistancy between the games.
I have a standard method for this kind of thing when it comes to creating sprite/bob banks for AMOS. By keeping all of my graphics on tables, laid out in .IFF pictures, I then set about coding a small program in AMOS which effectively "grabs" the sprites from the table layout. This gives me extra flexibility, because it means that any changes I make in DPaint to the original IFF files during the development will instantly be transferring into the game the next time I run it.
With this in place I decided to begin coding on what i considered the more difficult part of the game, but also the more enjoyable part to play; the Skiing.
Scrolling is not something I am fond of in coding, and AMOS has a terrible problem with it. However, I did eventually achieve something passable, although not ideal. By not always refreshing the screen, i was able to make something that achieved the kind of speed I was after.
I also integrated a basic 'map' system to bring objects onto the slalom, this would allow for different objects to have different "rules" later on.
The main gameplay / character control was crafted by carefully studying the original game. It was quite simple to see however, that when Horace was facing 'south' he would move to the bottom of the screen, without the scrolling changing. south-east and south-west would simply travel directly left/right, without changing Y-coordinate, and finally, to move full East or West would cause Horace to traverse "back" up the screen, giving the deceptive impression that he was moving down the hill at a slower rate.
The character control was implemented in such a way that shared variables meant the same routines could be used across any players, providing they were 'active'. To give myself something to trial, I also set about creating athe first object "rule" for interaction, just to have it spot if one of my players had missed a gate.
My final adjustment which was suddenly required, was a necessity to prioritise my sprite (well, BOB actually) placement, so that anything further down the screen (with a higher 'Y' coordinate value) would be placed on-top of anything with a lower 'Y' value. This would allow the perspective to suit the various objects of scrolling down-screen.
Contented with the status at this point, my first preview video was created, and so ended my session on this game.
Reference Material (picture): A comparison between my first new sprites and the original graphicsReference Material (picture): Test run of the map generation and the multiplayer character controlReference Material (video): Phase 2 demonstration videohttp://www.youtube.com/watch?v=HxKwYnjiJKQ