Castle of Doom
For some reason or another, I quit working on this game. Which seems a shame, since I really like it. But it's hard getting back into it since I need to refamiliarize myself with the code again. For example, the playfields are screwily coded. I think this was so I could get the most rooms out of the space I had in bank 2, but, again, I don't understand how this:
%11111111, %11111111, %11111111, %11111111 %10000000, %00000000, %00000000, %10000000 %10000000, %00000000, %00000000, %10000000 %10000000, %11111111, %11111111, %10000111 %10000000, %00000100, %00000001, %10000001 %11111000, %00000100, %00000001, %10000001 %10000000, %00000100, %00000000, %10000110 %10000000, %00000111, %11000000, %10000110 %10000000, %00000001, %11000000, %10000000 %10000000, %00000001, %11000000, %10000000 %11111111, %11111111, %11000000, %11111111
yields this:
I was having trouble completing level 14 while playtesting the game. So I redesigned it. I added one playfield pixel. That one made the level easier to complete, yet still hard to do instead of it being almost impossible. I will be adding some more rooms. Right now there are 22. I think I can have at least 30. I wonder if I could just fill two banks complete with playfield data and make it a 16k game. That would be cool. Of course, the idea of this game alone and it being 8k is cool as well. I have always wanted to make a platform game where the player goes from room to room in a castle or something, so I'm wondering why I quit working on the game.
0 Comments
Recommended Comments
There are no comments to display.