Action RPG v0.018
Oct. 29th, 2007 05:58 pmReleased this version over the weekend. It doesn't do much compared to version 0.017 except attempt a modified random number generator but it does bump up the size of the rom to 16k. This is harder than it sounds since I had to rework how graphics/objects are stored since the graphics data had to stay in the display bank, but the object's logical data (hp, color, etc) was to be moved to a different bank. Up until now I had the information interweaved (byte of graphics, byte of logic, byte of graphics, etc)
So now that that's out of the way, and I can see how much space I have for graphics, it's time to consider animation! So for version 0.019, I'm going to rework the heart object to pulsate a bit. A simple 5 frame sequence with 3 frames of graphics that loops infinitely.
Although that's the only requirement for this version, I'm going to be planning the actual procedure for animation to include sequence changing, etc. As monsters may have multiple sequences/actions. The monster's AI routine will handle the switching of frames at any rate, this way even if I have a couple of monsters that are otherwise identical except for their logical data and AI routines, they can use the same graphics, but look different and behave differently!
So now that that's out of the way, and I can see how much space I have for graphics, it's time to consider animation! So for version 0.019, I'm going to rework the heart object to pulsate a bit. A simple 5 frame sequence with 3 frames of graphics that loops infinitely.
Although that's the only requirement for this version, I'm going to be planning the actual procedure for animation to include sequence changing, etc. As monsters may have multiple sequences/actions. The monster's AI routine will handle the switching of frames at any rate, this way even if I have a couple of monsters that are otherwise identical except for their logical data and AI routines, they can use the same graphics, but look different and behave differently!