Level 2 more updates..


Moved back to Level 2 to add some more background animation as I've standardised the character sets more between levels. This means I have a saving on code, as I use the same character positions for animation on each level. The only change I need to make is the framerate for the animation, as an object may animate at a different speed on one level to the next.

In the preview below, there are some additional tile graphics incorporated to the animated ones.  As the game evolves, it is looking more likely a level will comprise of about 4 sections. This will provide some lengthy gameplay, which was always something I wanted from the outset. Most of the shoot'em-ups from the past on the C64 could be finished in about 10 to 20 minutes, I'm hoping people won't be able to complete the final game so quickly and the aim is to target in excess of an hour of gameplay.

The other notable addition is the first test of asteroids which will link sections of the game. In the preview they are displayed across the background, but that won't be the case in the final game. I've still to add vertical movement into the asteroids path and randomize their behaviour somewhat. There are no collisions in the game so far, this was merely a test of how the sprites looked and worked in the multiplexor, which will need revising further for additions I have planned.

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