Tiki - testing new level map graphics.


Since the previous update, the last few weeks I've been busy working on other projects, Hunchback Redux for one and also creating a new level for Awesome Slam Siblings after my work on the REU Ghost N Goblins level in Slam was completed.  

I saw a video recently of a re-worked game called Alter Ego for the MegaDrive/Genesis which was based on the original Spectrum version. However, the original C64 conversion had entirely different graphics.  So I mirrored the graphics of the MegaDrive in EBCM mode to the C64 as a test. I liked the simple nature of the design and it sparked a few ideas and received some positive feedback after posting it to Facebook groups.


Based on this and feedback, I have reworked the Round 1 level character set to use the block like objects for platforms.  So, yes, definitely inspired by the Alter Ego MD version.  I had to re-write my level plotting routines to get things to work.  I created a pseudo-random generator for the small blocks on-screen, so they are different in appearance as they get plotted to the screen.  Each time the game is played they will be different, which I kind of like the variation.  The blocks themselves aren't the very final design and they do have some differences from their inspirational source (for obvious reasons), but they are close to being finished and I think the colour choice ties them in well with the other background graphics like the Totem pole.  


I will add more grass and vegetation into the level in the coming weeks.  Preview 4 is still a few weeks away, but the other change to the level design was to allow the critters spawn/respawn in more than one location.  This will help the gameplay and to make it less repetitive and predictable.

I'm happier with the layout and style I think.  The only other decision will be on the number of rounds per level.  Currently it is set to 3 Rounds, but depending on memory this could be more.

Work continues..

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