This looks amazing. I know from the earlier videos that it's much more capable, but I like how this particular games is being implemented in a more Bard's Tale / Eye of the Beholder style game. Very nostalgic.
It's a bit of a problem with the scaling on walls < 2 squares away. I wanna wrap everything else up before I'll sit down to fix it since it requires quite a few changes but It's on my todo list.I'm a bit thrown off by the wall perspective. It looks like the side walls are flipped vertically.
Yep. I'm using a single texture / square. You can imagine the walls on a tile like a cube and they share the same texture. I can do something like an array holding 1 texture / side but didn't get around to it yet since I came up with the marking system two days ago when I decided I want to drop the auto-map feature and needed a way to allow the player not to backtrack too much.One question, the second time you marked a wall in the video, did it also mark the adjacent piece of all around the corner from you?
I'm actually developing it on an SE/30 with a 68030 and a Color Classic II with a 68040 upgrade. It's running nicely on the SE/30 at 16 Mhz (stock speed) though it's been a few weeks since I tested it at <30Mhz 030. With the optimisations I did on sprite rendering it should technically run even better at stock SE/30 speeds than last time I tested it.Your progress on this is really impressive... I assume you're recording these videos on your "SE/40" with the accelerator card. Curious if you've tested this on a 68000 yet? Your older posts say you're hoping to be able to run it on a Plus at a lower resolution.
Should be pretty easy once you get the hang of it. The tougher part kicks in once you get to higher levels (7-8) and Summoning Creatures become a thing. Spells like Knock can help a ton to use your environment (traps for example) to dispose a lot of enemies by pushing them into said traps.Awesome demo. Looks pretty challenging.