Leprechaun to-do list
Now that Christmas is over and I'm not trying to turn 700 slides into a DVD, I need to get back to working on Leprechaun.One item which is working (although I'm not going to post it since it doesn't affect gameplay) is the change to a reflected kernel. I wanted to get that working before the level editor sees the light of day. Kirk Israel has been working on the level editor, but the next challenge is implementing the save & load capability.My next update should include the corresponding level loader so people will be able to play their creations. I'm thinking that future WIPs will include two binaries - one which will play a built-in level, and a "developer edition" which will auto-load a created level.However, I'm thinking I should also give the player speedup / fractional positioning a shot in short order because that will shake up ZP RAM usage a fair bit, which also affects the level data.I also need to go back and do some code cleanup / optimization on stuff that's not likely to change. And I haven't even started to contemplate making some of the suggested radical changes to the kernel away from using BLITs to SC RAM for player bitmaps to a more traditional (ZP),Y ROM lookup.Then there's the stuff on my previous to-do list:Other major to-dos (not necessarily in this order):1. Add the dig/fill logic. (DONE!)2. Scoring w/ score & life display3. Restarting the current level (reset gold)4. Loading the next level5. Enemy+Enemy collision detection. (Hmm, maybe bounce away?)6. Multi-color sprites (depends mostly on cycles in the kernel) (nope, not enough cycles in the right places.7. Title / end screens, music & periphrial support like the AtariVox and Glenn's joy2serial auto-load fob.[EDIT] #6
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