Dramatic Presentation
Posted in CRPG, TI-99/4a, Video on July 23rd, 2010 by adamantyr – 1 CommentWell, a lot of work the last few days…
I had to restructure the monster array into something that was actually useful. I hadn’t taken into account many of the changes made on the player side of things. In particular, to keep the attack system clean and simple, I ended up implementing fatigue for monsters as well… it’s just EASIER, because otherwise I have to special case out monsters, track which units are monsters and which aren’t, etc. Strange how that works.
I also ended up increasing the array size for monster records to… 42 bytes. I’m sure there’s a joke to be had there.
32 wasn’t enough, and 64 was too much. 42 bytes makes for 6 records in a sector, with a 4-byte loss. That means overall I would lose 120 bytes on the disk. Bleh, I can live with that.
Lots of spreadsheet work as well. I used one to generate the pattern codes for the monsters. It’s just easier that way than using a program, because I’m currently just using Hex Workshop to cut and paste hexadecimal strings into files. The only thing I do on the TI is generate blank files to populate with data. Sure, I could write an editor or two… and I have… but for development purposes, it’s just easier for me to plop the data in there.
I don’t have any actual combat mechanics in play yet, because I had to do all this prep work BEFORE I could do so. But it’s done now, so I can start trying to implement melee combat. I also implemented my “encounter announcement” system, and set it up to load random monsters so I could see how it looks. A big problem, unfortunately, is that monsters who blend into the background colors of the battlemap may get hard to see… there’s not much I can do about that, unless I want to abandon monster colors entirely and make all units white. How boring.
So, gotta have something to show for my work, right? Okay, here’s another movie:
The one little bug I have to address is that long sentences end up with a space at the start on the next line. This is a trickier thing to fix than you’d think.