First real debugging session tonight - who knew picking up objects would be so troublesome! Oh well it has been a long day. Tomorrow's goal is dropping items and a start on puzzles.
Friday, 7 September 2018
Thursday, 6 September 2018
Day Six - GET INVENTORY
Today was the day the reality of this being a 30 day project kicked in! Managing about 1 productive hour a night so far and don't feel like I need a weekend 'catch up' session.
The main focus was on objects and inventory. Mostly implemented - it was one area I had not really thought through so I hit a few books for inspiration. Finished off with a few tweaks to the music!
Wednesday, 5 September 2018
Day Five - First Chapter
At the last count, the first 30 rooms are in the game. Without giving anything away, this chunk is a definite 'first chapter' of the adventure. Tested on the Coco tonight (in XRoar) to avoid any Dragon bias - I think the title music runs faster but that could be my imagination. Some code fixes before the MC-10 testing is possible (using INSTR for now). The game currently takes around 8k - some squeezing could be required to get it into 16k.
Thinking how awesome it would be to have the game complete in 2 weeks time and then spend the remainder polishing the text etc. Could happen with some hard work!
Tuesday, 4 September 2018
Day Four - Oh No You Don't!
The next logical step in the game is to allow the N,S,E and W commands to work. It was great to be able to walk around the game world and wander off the 'edge' of the map (?BS ERROR) so I quickly added a check for valid exits. Next was a little tidy up of the display and remove the CLS when the location updates. Much smoother!
Tomorrow is definitely more map work. Items the day after all being well.
Monday, 3 September 2018
Day Three - Bringing It Together
Data data data! More location and array work tonight. Slightly distracted by the Timberman event on YouTube but still got code written and tested. You can now run up the game and you are at the starting location - no code to let you move yet but that's probably next.
For a bit of fun at the end of my coding session, I tried out some title screen music.
Day Two - 64 Locations
Today's time was spent on map work. Mostly it was updating the paper version. The map CSV was updated and I decided to go for an 8 by 8 map.
I'd love to share a photo but it would probably spoil the game for any potential players! 😀 So for today's picture I offer a picture of the beach where I do some retro thinking. There's also a few beach locations in the game so it's appropriate.
Saturday, 1 September 2018
Day One - The Map
The first day went well! I managed to fine some (appropriately retro) green lined fan-fold printer paper for a large map. So I scaled up my initial sketch for the first chunk of the game and added some annotations and some colour.
On the digital side, I installed a Tandy MC-10 emulator and ran some BASIC from text files. One little hitch is that the MC-10 is missing the INSTR command. Hopefully find a reasonable workaround.

