Side Journies
Posted in Adventure, Development, Screenshot, TI-99/4a on June 9th, 2010 by adamantyr – 5 CommentsBeen awhile since an update… and yes, it’s update #100! And I do have something to share, although not about the CRPG…
I’ve decided to work on a smaller side project. It’s another game for the TI-99/4a, of course, but it’s a bit smaller scale than my CRPG. I got into playing Legend of Zelda on a NES emulator, and I realized that a lot of the gameplay should be easy to reproduce on the TI. And I figured, why not write my own action/adventure style game that was original, but inspired by games like Zelda and Atari Adventure?
There’s a method to the madness as well. A game like this will make very heavy use of sprites. I may even have to consider designing a sprite rotation system to overcome the 4-sprites-per-line limitation inherent in the TI’s video chip. (That means the system will detect overlap and rotate sprites in and out of the visible positions in order to keep all of them visible for at least a portion of the time. This creates the ‘flicker’ effect often seen on old 8-bit systems.)
My combat engine in the CRPG also has a lot of sprite usage for special effects, but I’ve been hand-waving a lot of that complexity aside. While I could push on and figure it out as I go along, I’d much rather do a more sprite-oriented game where things are in real time. I’d solve a lot of the timing issues and difficulties that way, and then leverage that knowledge into the CRPG design.
My working title for the game is “KnightQuest”. You can see a mocked-up screenshot on the left.
It will be much like Zelda in behavior, with a scrolling chamber map style. I’m going to really try and make the graphics “anime super-deformed” style so it matches an old Konami game in style. The main character is a knight in armor, my plan is to use 2-color sprites with animation for him. Monsters will probably be single-colored; I have to keep in mind that if I use the “half-bitmap” hybrid mode, I’m limited to 8 sprites maximum due to a strange hardware limitation. I really want music in the game as well, but I’ll have to find somebody to help me out with that, given I have the musical ability of a deaf muskrat…
The game will use the disk system of course… the TI cartridge system is incredibly nasty to work in, mostly because you have almost no CPU RAM for buffer space. It’s no wonder a lot of 3rd party developers balked at doing games for Texas Instruments.
This game should take a lot less time to develop than the CRPG. I plan on writing up a prototype map loader/scrolling routine to make sure you can move a sprite around and have it contact stuff on screen and do clean transitions from one map to another. A lot of the work will be in sprite interactions, which is what I really want to focus on. That and generating all the graphical content, of course…











