Multiple Dungeons Working

by Darius Kazemi on February 24, 2009

in meggyjr

Multiple Dungeons Working, originally uploaded by dariusk.

I have multiple dungeons working now. There’s also a fun “feature” — I handle the dungeons by just incrementing an offset on a big bitmap with all the dungeons in it. If I offset past the last dungeon, the game interprets random areas of memory as a dungeon. Which is pretty cool.

Apologies for the flickering — the refresh rate of my camera and the refresh rate of the Meggy LEDs do NOT get along.

Next steps? The player should be able to see their inventory by holding down B and scrolling left/right. I may also add a leveling system and a status screen that they see in their inventory UI. I’ll design some more levels. And I’ll add new monsters, or scaling difficulty for monsters. This may involve an overhaul of the combat system — I’m not looking forward to it, as combat is the most complex code I have right now.


sjml February 24, 2009 at 7:00 pm

That’s how the original Metroid worked, too! There were all these “secret” areas that were really just the game overflowing its level definitions. So you’re in good company. :-)

Ogrecoxy March 3, 2009 at 5:46 pm

Brilliant stuff :)
Inspiring to see someone so enthusiastic about something that seems to be ‘back to basics’ keep up the good work.

Trevbot November 21, 2010 at 9:31 pm

Hey Darius When do you plan to have this game finished?

Darius Kazemi November 22, 2010 at 7:39 am

I don’t think it’ll ever be finished at this point. I made about three levels before I decided that they’d all be pretty samey and stopped.

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