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Part 32: Testing the Ai.

Bushido.
I wanted to write a successor of Dragontorc for the C64. As I did not want Hewson to have any claim over the game I decided it needed to be completely different. Also I thought C64 players were much more arcade orientated. The games that did well seemed to be fast action games. So I decided to design a game that was superficially like a beat-em-up but had the depth of a free format game here you could explore a huge scenario. I wanted to use the assets of the C64 to their full capability. That meant scrolling backdrops and multiplexed sprites.   I started off with John Cumming's scroll routine from Soldier Of  Fortune and tidied it up a bit to make it run a little faster.  I had a look at the sprite multiplexor, that is using a raster interrupt to allow you to quickly reassign sprite data and reuse sprites. That meant you could have more than 8 sprites on the screen at once as long as they did not all overlap  vertically.   I wanted my characters to be two sprites high a…

Latest posts

Part 31 Are we there yet?

30 Getting the multi player game working.

29 Game world mechanics.

Part 28 First base.

Part 27 Choosing Ships and building squads.