Stepping Along
Posted in CRPG, Development, Screenshot, TI-99/4a on August 31st, 2009 by adamantyr – Be the first to commentWell, I’ve been working on various things, off and on… here’s a short list:
- Mob movement. I used a clock value to keep them from moving about too frequently. I still need to add collision with other mobs to this part, as well as a chase algorithm for monsters.
- Special terrain effects. I have four possible effects: wounding, fatiguing, poison, and slowing. They also have severity and occurrence values. Using a spell can negate all special terrain penalties.
- Option display. Most commands still need to be fleshed out, but it’s building the display at least.
The option code is also used with the combat engine, so I’m working that into the design now. I have introduced some regressions I’ll have to fix later… boarding a boat causes a status screen to pop up, which signifies a pretty nasty sedge-way in code somewhere…
This isn’t a new problem with assembly programming, really. Regression bugs are really easy to create, unless you pre-plan your code paths to an absolute degree. I haven’t done this, so there’s bound to be some oddball side-effects as I add more functionality. Fortunately, Classic99 is a good platform for quick and dirty programming, and frankly, I make a lot more progress this way.
I really want to have the total engine finished by the end of the year… the actual game contents will take more time, but will be a lot more fun and interesting.


