He's Back, Kicking Bottom
One of the challenges with a game like this is I need to juggle all the logistics of [life stuff] and all the stuff that goes into a game with game assets, levels and maps, etc.
With PETFrog it was for one system, and there is only ever really one level, with minor variations (speed, mostly.)
I want this to first work on PET, Vic 20, C64, then all 6502, then Z80, and even 16 bit systems.
Even though I am using TRSE (and my cross-platform libraries that I am developing in parallel to the game), and TRSE is helping a *great deal*, I ended up building a bunch of tools. TRSE does have level/screen design tools built in, but they are not really suited to this.
And, besides, it gave me a chance to try out QB64 - an IDE and compiler I had checked out in 2021 but not really tried.
So I built a tile editor that loads in my custom C64 character set and allows you to make meta tiles.
Then I built a map editor that loads in those tiles and allows you to place them on the map grid.
And THEN I changed my TRSE code to load in those tiles and the level.
It did mean that right now I only have one map/level and the positions of baddies, assets, and stuff are hard coded, but the logic works which is the main thing :)
Dungeon of Commodore
A Dungeon Crawler for PET and C64, followed by Vic 20, Atari, BBC/Electron and Apple II
Status | In development |
Author | Chris Garrett |
Genre | Adventure |
More posts
- Character sets (Atari 800 and BBC Micro/Master/Electron)Jun 15, 2021
- Vic 20 and Apple IIJun 15, 2021
- Now with multiple roomsJun 15, 2021
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