OK, this is not new, but well within what the Spectrum could do:
Given the style of the series I think that it could be a great game.
Moobase Alpha is very modular, so it will translate well into isometric graphics.
The base plan is available, so no need to design locations from zero.
Of course, any other Space:1999 themed game would be great! Doesn't need to be isometric
Posted: Mon Nov 27, 2017 8:08 pm
I have seen this Oric game before. I don't know much about Oric hardware but my belief is that it was weaker machine than Spectrum and it was harder to do something good on it. So this game is really some kind of Oric achievement.
I wonder how hard it would be to port it to Spectrum...
Posted: Tue Nov 28, 2017 12:18 pm
Usually iso game worlds are just nonsensical places with block puzzles
This is good that it has a world that makes sense,
Quite a sophisticated game, but how fun is it?
You get moaned at for not fetching medical notes fast enough!
Posted: Tue Nov 28, 2017 1:57 pm
The Oric has a very weird hi-res screen format that works a bit like Teletext, but with hi-res pixels like the Spectrum. Only six bits of every byte relate to the actual pixels, so if you just treat it like that you can do monochrome graphics. Or get 40 column text with its 6-wide font. To get colour out of it, those spare two bits in each byte activate control codes that let you change the colours. But if you do that, then the six pixels that would be controlled by that byte show up either all-solid or all-empty.
So you can have a rainbow effect where each pixel line has a different colour, but you have to put up with a blank space everywhere you change the colour. This makes coloured moving objects a horrible pain, as they all have an extra apparently blank byte to their left where the colour change happens.
Apart from that and some better sound (and keyboard and looks with the Atmos) it was very similar to a Spectrum.
Moonbase Alpha is modular and mostly white, so no major attribute problems
Posted: Tue Nov 28, 2017 7:11 pm
If you watch this video of Manic Miner on the Oric you'll see the colour clash is all over the place. Sprites change colour when next to a wall, and the attributes of platforms extended well away from the ends. That's because there's no room between the platform and the sprite to insert a colour-switch byte.
There are some Oric games where they draw the scenery on alternate raster lines then sprites on the lines in-between, to avoid colour clash. They look prettty awful. They might be improved if they masked the background where the sprite is drawn, but it's still a pretty hideous solution.