Rockin the Map Design on a Game I started in 1984 - DDM Update & Dev Blog
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- Опубліковано 28 тра 2024
- Today we look at the progress that has been made on the Map and new features as I move into the next sprint. At the end you will also get the promised update on the crazy January we had!
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RavenWolf Retro Tech brings you new vintage tech videos regularly. We love to restore and explore vintage technology and are also working on completing an assembly language RPG that I started making on the C64 in 1984.
At RavenWolf Retro Tech we restore and explore vintage technology from Back in the Day! Now that we have moved into the new shop, the frequency of videos is increasing. I’ll keep putting out videos as I can, but I promise to focus on higher quality videos that don’t waste your time over frequent, low effort projects.
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#darkdominionofmaldrekar #commodore #c64 - Наука та технологія
Things are coming along nicely and I am hoping to complete the mentioned graphics chip bank changes today!
Absolutely amazing. Really love how you are taking us through the evolution of the game. I like when you add info about the history as well. Great job!!
Thanks Frank!
This looks amazing!!! Thanks for sharing
Thanks Rudy!
This is really coming along, and I'm really enjoying all the development details.
Thank You Joel! I'm glad you are enjoying it!
Great stuff! Thanks for sharing all of this. Quiet inspiring for my own dev journey.
My pleasure! I hope your journey goes well!
This is just beautiful work!!
Thank you so much, I really appreciate that!
I really like those larger mountain forms! A lot of tile games will do a lot of little single tile jags and this looks so much better it surprised me!
20 Year old me from 40 years ago thanks you for your kind words!
I didn't know you were going to be doing Telengard-style dungeons! I thought you were going to do Wizardry dungeons, which are great but boy they've been done a lot recently. I'm loving these updates!
Hey Anthony, Yes, Telengard was the original inspiration for DDM. Except in DDM you wont get a Dragon at level 1 😠
If you write your own keyboard routine, you can bank out the kernel when you do not need it and bank it in when you do. This will get you around 58k of usable RAM without using an REU. (I have been in the same situation with a hotel room, someone else already in it.)
Hey Doug! I am planning on using the disk access and some other routines in the Kernal but I am 90% done refactoring so that my character set and sprites are under the Kernal which will give me the RAM. Hopefully that works. I was wondering how I missed that technique back in the day but found its details under the CIA2 registers in Mapping the Commodore 64 (Compute!) last night. - Edit: I may be rewriting the keyboard input anyways if I feel auto-repeat is necessary!
Looks very nice 🙂 👍. You would consider also a C128 version 😁
Hey Mondo! I plan to review possible ports once the C64 version is done.
@@RavenWolfRetroTech cool! C128 deserve more dedicated games 😃
You should make the "party icon" abit smaller for the map part
That is just a temporary sprite. I am currently undecided what the final sprite should look like for overland travel and am always open to suggestions.
I don't know how difficult this would be to implement, but you might consider dimming all but the most recent message in the text area. So when a new message comes in, it's white like you have it there. But the previous message now turns light gray to differentiate it. Maybe the messages before that are all darker gray, etc. Just a thought.
I have on my todo list to make it toggle between white and light grey text to help with that. Either would be simple to implement. I may try both and see how it feels... Thanks for the 💡
@@RavenWolfRetroTech Well regardless it's really exciting to follow your progress!