I cant really say because i dont know what ti84silver's is going to be like (other than have a story and levels). Mine was going to be written in Asm too (though not EZAsm). It was most likely a combination of a fighting game and breakout. The idea was to have a "story"-like mode (but without an actual story) where you progress through levels with progressively more challenging AI until you reach the boss (read: bigger paddle and intelligent AI). I dont know how youre doing it, but with the game i was aiming at I had the player and opponent paddles on the sides of the screen (like original pong) instead of on the bottom (and top?) (like a breakout game).
Also there would have been like a Exposition (Practice i suppose?) mode where you can choose how many matches to play, what difficulty, if you want powerups or not, anything else.
A mode Im 99.9% sure people who play the finished single player aspect of the game will want it but i do not know how to implement, is Versus. I dont know how to work the link port. I suppose you could do it on the same calc (ala Bomberkids). I just got lazy i guess.
I hadnt fully worked out the following details but this was the plan at the time:
You and your opponent have a visible health bar that decreases every time you miss the ball. When you run out of health (i think i made it 5 misses) the round is over. Each match is best of 3 rounds. There were powerups and stuff to make the game more exciting and faster paced. Here are some examples of powerups i thought about. How you gain them is a different story (two methods):
- Health - restores health (equivalent of 1 missed ball).
- Multiball - instead of 1 ball now there'd be 2 or 3 balls out at once. when a ball is missed it disappears until theres only one ball again.
- Inverse - For a limited time instead of the up arrow moving the paddle up, it moves the paddle down. Likewise the down arrow moves the paddle up. Get it?
- Brick - ball hits it and bounces back. brick disappears. just like in all the other break out games
The first method you could do is to have the paddles be able to shoot lasers and if the hit the powerup block they earn it. Another method is the ball collects the powerup when it hits the block and the last paddle to hit the block earns it whether they want it or not.
One last thing (maybe?) to consider with powerups is when they go into effect. Do they affect the game instantly or when the player "uses" the item (hits a key).
There you go. Those are all things you can consider and use if you like (just give credit where credit is due). I wish you luck in finishing!