The Paradroid transfer game is actually turning out to be a bit of a bugger to get in place. After a couple of rewrites I’m actually going back to basics and putting the code together on paper to try and get a proper build routine for random maps. At present everything is switched off apart from the generation of walls on one side of the playfield circuits so they can be tested. And retested. And then retested again.
(more…)Website update
Thought I’d put myself out there a bit more with some social media buttons and add a lot of Twitter integration as it seems a lot more people are starting to get interested in our #ParadroidRemake blogs and tweets. While I was at it I also added in dedicated pages to some old games I’ve been involved with including a link to iDef, now it’s not currently mentioned on our website due to the Paradroid build up page.
(more…)Brief update
Sorry, I’ve been a bit quiet of late. Real life stuff slowing down my coding a bit but I’m still beavering away. Aaron’s been a lot busier so today I’ve been testing out all the droid info screens that he’s been plugging into the console. Now that these are in and working – just a few cosmetic changes to be made – the actual console part is almost finished. Aaron has the icon for statistics plugged in as well, which is something that the original game never actually had but got added by another coder years down the line, along with other improvements, when a lot more was known about the C64 hardware. Not to mention compression improvements allowing a lot more data to be held in memory. Quite how this will be setup is yet to be decided but it will probably get done once there’s proper gameplay running near the end, so that there’s stuff to actually track. He’ll no doubt blog about how he’s done the console screens once he’s written up all the fun he had doing the lifts.