Skip to content
A-MC Creative Development

A-MC Creative Development

Programming, Music, Tech, Hardware, Amiga, Commodore, Retrogaming and probably much more :)

  • Home
  • SOFTWARE
    • Hollywood Source & Libraries
    • APPBuilder Tool
    • HFinder 2017
    • HGUI
    • GEMZ
    • White Dot
  • Allanon’s Music Corner
  • About Me
  • MANUALS
  • Hire Me!
  • Privacy Policy
  • Toggle search form

Core game’s features COMPLETED!

Posted on August 9, 2024 By allanon No Comments on Core game’s features COMPLETED!

Hello guys/gals!
As anticipated in my latest post, I want to share the latest development progresses since I’ve completed all the core features that will allow me to build the game I’ve on mind 🙂

You are going to read a long post, I hope you don’t get bored with all the following text!

First of all the video is recorded from WinUAE emulating an Amiga 1200 with cycle exact flag set, it shows some things that are in the game like:

  • Maps : up to 900×900 pixels, pre-rendered, without using tiles)

  • Doors : doors connect map parts each other and allow the hero to move from one map to another.
    Doors can require a key to be opened, or can be locked by a terminal.

  • Furnitures : they are essentially containers, you can search them and pick what’s inside. To not over-complicate the game (and the code), there is an auto-pick system.
    It means that the hero will pick the maximum allowed quantities leaving the remaining things in the container for later use.
    Furnitures can be locked by a terminal.

  • Enemies : You can see in the video some enemies wondering around, they are driven by a script system I wrote from scratch.
    This allow me to create enemies with not predictable behaviours, that have a sensing radius to detect the player presence and react to him depending on the script used.
    Enemies can be immune to one or more bullet type, they can attack the player using a ranged attack (shooting bullets) or using a physical attack (you can see in the video some enemies trying to bite the hero. Not all of them are allowed to use both the attack type.
    Some enemies can also damage the player just with the contact.

  • Triggers : these are invisible areas that lauch an event when “touched” by the player. In the video you can see a third enemy spawned by a trigger, you can also see the door on the right side being closed and opened by two other triggers. Also the dialog talking about “the room being weird” is executed by a trigger.
    Lastly I added a manual trigger you can see in action when the player is in front of the purple air grid. These triggers are manual because the attached event is executed only when the player hold down the action key.


    In the image above you can see on the left the text file used to define the manual trigger (at the bottom), on the right there is a screenshot of the trigger area, text hint and the executed event.

  • Background animations : This is another feature I added lately to avoid too static rooms, all the terminal screen are using these kind of animations.

  • All collisions are working, enemies & player animation system is working, input system is working too.

  • Tools : All tools has been added, you can see some of them in the video, but tools & devices will not be available from the beginning, the hero will have to find them!

  • Terminals : I’m a bit proud of how I implemented terminals, I’ve to be honest 🙂
    There are effects that mimic old terminals and I’ve implemented a script system that allow me to create complex interfaces (for an old terminal) with a wide range of action possibles to interact with surrounding items (door, furnitures,…) or to obtain valuable informations.
    Locked terminals can be hacked if the player own & equip a special device, a mini game will be launched to let the player hack the terminal 🙂

  • Lately I also added some code to let the player go up & down the stairs smoothly 🙂

WHAT’S MISSING?

Here is a list of what I’ve to add:

  • Title screen

  • Settings screen

  • Load / Save screens (I’ve an idea about using save slots like in console games)

  • Persistance : I want that when the player enter again a map he find the things as last seen when exited from there!

  • Some code portions need optimization to make the game more snappy

  • I’ve to code some simple tools to allow to speed up the development

Right now I’m working on documentation & optimization, as you can see from the picture 🙂

It’s easy to get lost in the code, I’m working on this beast since September 2023 and I cannot remember what I’ve done without proper docs 😀

Just for your information, the text on the left is used to define the enemies which are in a map, I’m using enemies templates (small_shadow_alpha.txt is a template) and I override only the needed template’s parameters.

I’m not sure if you like what I’m going to add here:

This is a photo of my block notes, yes, I’m still using these arcaic note-taking tools! But when I need to write down stuff quickly I find old sheet & pen combo one of my best friends!

FINAL NOTES

This is a solo-dev project, I bought some graphics and I’ve modified it for my needs (actually I only bought the main character, but I added several animations, like “hit”, “die”, “shoot” and I’ve adjusted the color palette. All the other stuff is drawn by me (and I’m not a pixel artist!).
The sound effects and the music will be also done by me.

HELP ME TO BRING THIS PROJECT TO LIFE

I’m pretty sure I’ve not listed all the features I’ve included in the game engine, but I’m sure that this project is quite unique due to its complexity and the fact that it was developed in AMOS Professional.

I’m working on this project almost at full time since my real job is a bit weak in the lately, unfortunately the bills are the same.

I don’t want to beg you for money here but I kindly ask you to support me with what you can (even with the free membership!), and/or to help me to share this project on the Internet to keep me motivated! I need to stay on the code, not on the Internet 😛

Now that the core features are there, I’m pretty sure I can finish the project: it has a very nice story!

If you are interested in technical stuff, like code portions, and challenges I’ve encountered during this adventure drop me a message and I will be happy to create one or more posts about this topic.

Feedback is welcome, always 🙂

In a couple of days I’ll post some contents for Patrons only, as promised in the tiers 😉

Hollywood

Post navigation

Previous Post: Fast, very fast progress report!
Next Post: Who is she?

Related Posts

Let’s build a Dungeon Crawler with Hollywood-MAL! (part 1, Designing the game) Hollywood
GFX Lib available! Hollywood
Conditional Branching Technics in Hollywood-MAL and LUA Hollywood
News report Hollywood
Let’s build a Dungeon Crawler with Hollywood-MAL! (part 2, Designing the game) Hollywood
“The Gate” Playable Demo has landed! Hollywood

Leave a ReplyCancel reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Support me on Patreon!

My Patreon PageSupport me on Patreon!

Support with PayPal

Support me with a small donation!

Recent Posts

  • 2026 Update : run baby, run!
  • The last progress report of the year!
  • November’s round up!
  • Progress Report: September

Categories

Archives

Recent Comments

  • allanon on AmiCloud Beta 04 released! The DropBox alternative
  • Paul Issegalö on AmiCloud Beta 04 released! The DropBox alternative
  • allanon on AppBuilder v2.0 released

My Music Page on Facebook

My Music Page on Facebook

My Twitter

My Tweets

I’m on Spotify and Soundcloud!

My Spotify PageListen to my music!
My Soundcloud PageListen to my music!
Privacy & Cookies : This site use cookies. Please take a moment to review our privacy policy. Our Cookie and Privacy Policy

Follow me on Mastodon

Mastodon.Uno

Copyright © 2026 A-MC Creative Development.

Powered by PressBook Masonry Dark