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Implement Cyberdogs gameplay #71
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Cyberdogs has the following enemies: https://github.com/cxong/cyberdogs/blob/dc536cecae07e1e7361278a2147fd567382bce93/game.pas#L372-L453 Notes:
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Scoring
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Mission maps (partial) Some notes:
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According to the source code, https://github.com/cxong/cyberdogs/blob/dc536cecae07e1e7361278a2147fd567382bce93/dogs.pas#L479-L483 the map generation params may just be completely randomised |
Reverse engineered weapon damage
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Reverse engineered enemy/object health
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Estimated enemy density
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Raw info of weapon damage and missions |
Place destroy objectives using strict mode initially
Fix mission copy not copying some flags Show mission copied message box in editor
Pickups encountered in full playthrough:
It appears that Cyberdogs is heavily randomised - every mission, including style and objectives, are randomised. Pickups are also randomised, and drawn from the same pool, except a few special items:
Note that pickups are doubled when there are two players |
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Adjust map objects in Cyberdogs campaign
Gun rates
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There seems to be lots of fans of Cyberdogs, some who prefer its gameplay over C-Dogs. It'll be nice if its gameplay can be included in C-Dogs as well.
This is a pretty big feature composing many parts, so this should be split if it is ever undertaken:
Additional stats in brief/debrief (% enemies, accuracy, enemies killed per weapon type)The text was updated successfully, but these errors were encountered: