Workprint – December 2017

Keeping with my “schedule”, it’s the first Friday of the month and time for a quick update… and yes, I’m as surprised as everybody else that this turned up on time!

Rubidius is slowly taking shape, it completed its first proper loop – going titles page to game and back with or without passing through the completion screen with the presentation stuff mostly being placeholder code – yesterday and I’ve got the score counter in and a test version of the music Andy is working on playing in the background. There’s nothing new to show right now because it doesn’t look much different to the previous screenshot, but some proper level graphics have been started and, once I get a certain writing deadline out of the way, I hope to find a few days to draw and install some actual backgrounds.

There has also been some pondering over the idea of writing a C64 game for C64CD in part as a demonstration of how easy it actually is; since scrolling shoot ’em ups are my default state it’ll almost certainly be one of those, but trying to keep things as simple as possible to the point it’ll essentially be a more primitive but tile-based version of Warflame. I have a few interesting ideas about “features” and the thought of publishing it in some form is amusing (to parody a certain person’s suggestion of Kickstarting a book based on his blog) but most of those options still need feasibility tests and bespoke code. This might also end up as the final resting place for the tiles that’ll soon be pulled from Rubidius as well.

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