If it seems like it’s only been a few months since the last Retrochallenge, that’s because it has. They’ve shifted the schedule around a little bit this time. Who wants to go outside in September anyways? (Seriously, though, it’s supposed to rain here in Iowa every day for the next week. Seems like a perfect time to sit indoors and retrocompute!)
So what am I hoping to get done this year? Let’s see:
- Optimize the graphics drawing. This was on my agenda last time, too, but I didn’t get around to it. I’m really tired of the screen tearing that shows up in all the videos.
- Better character set editing. This has been too awkward for too long, and it’ll be nice to generate art more quickly.
- I need a better way to get map and game data into and out of C64 disk images.
- Monster AI.
- Content! Content! Content! I need to get the story locked down so that I can determine exactly how many dungeons, towns, monsters, and so on I actually need.
That ought to be enough to keep me busy for a while!
Updates
- Nobody said it would be fast
- Amateur Optimization Hour
- Amateur Optimization Hour, part 2
- Amateur Optimization Hour, part 3
- Map Compiling
- Wrapping it up
Earlier Work