My first bbs submission, yay!
Been dabbing in game development for a couple of years with long breaks in-between. My current obsession is our beloved Picotron and my classic passion is retro-gaming, especially C64 and computers from the eighties.
This is a very early alpha of the C64 version of Necromancer by the late genius Bill Williams.
The sprites are placeholders.
The current codebase uses the great libraries hit.p8, locus.p8 and eggs.p8 from kikito as well as some of his older lua libraries (middleclass and stateful for OOP and game state).
In the current version of the cartridge I use eggs.p8 to manage game entities with several granular systems (moving, drawing, animating, resetting, colliding). locus.p8 and hit.p8 manage entity collisions.
The game is divided into three phases and I'm currently working on phase 1 where the player is in the middle of the playing area and can move a wisp to interact with the world. The wisp is moved with the direction keys and returns to the player when no key is pressed (this logic was a bit hard to code but I'm quite proud of the simple way I've solved the puzzle).
The red guys are ogres which spawn in 7 different lanes either to the left or the right borders of the playing area and move towards the player in a straight line at random speed.
This is where I am right now.
Next steps are :
- wisp kills the ogres on collision;
- ogres respawn in the same lane (only one ogre is alive in each lane);
- ogres collide with the player and change direction.
Update - 2025-10-11
- Added Eye Pods (spawn when seeds < 10 and drop a random number of seeds when killed)
- Added a preliminary Spider version (still need to implement collision with wisp, trees and player)
- collision refactoring
Update - 2025-10-19
- Finished stage 1
- Massive refactoring and optimization (<20% CPU now), thanks @kikito!
The returning wisp feels like a nice balance act - heading out to one direction to catch some ogres leaves the other side unattended.
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