Ch-Ch-Ch-Changes

Chimera Screen Shot 2012 10 28 at 23 43 09

Chimera Screen Shot 2012 10 29 at 00 00 35

As you can see from the above, that’s pretty much most of the game right there.

I have objects, static and animated. I have food and water, which in a nod to sanity are relabelled coolant and energy, though I will still be using bread and a mug to signify those. The graphics are the Spectrum ones, extracted from a bitmap recovered from the original by sokurah – I used Flying Meat’s Acorn to combine the masks and the original image into a single transparent PNG, quadrupled in both axes to give a 128×128 sprite.

Animation works better than the original in two ways. First, it continues for the player even when he hits a wall, so it’s independent of movement and second, movement is now free of the “one block at a time” limitation of the original.

The other thing I’ve put in is the Ultimate method of pushing towards an opening for collision. You can use blocks to guide you around the map now and it feels a lot more natural.

The display is also compressed, and I’ll probably keep it that way, using the edges to display information (but it will be more pretty than in the shot above)

The adventure handling used to be a huge “if/then” block of Z80 or 6502. Now it’s all text, making it easier to put that together.

I’ve got combinations working, so if you combine the spanner with the bolt, you get the missile.

I’m not going to do an exact remake, it’s already an approximation, so there will be a different text feedback system, probably a more “modern retro” style if that makes any sense at all. I will include the original sound for the scream and title, but I will also rework those. My voice after all, is still my voice. There will be more sound, a bit more chip music of sorts too. The biggest change will be in how the game ends, and there will be many terminals, which will feature lots more story, including artefacts from the original development of the game, including the full sprite editor listing – the Z80 I wrote in early 1985 to get the whole project going in the first place.

The one thing I’m struggling with at the moment is whether to allow dropping of objects. You could drop missiles before (well, you had to, it was part of the game) but I’m wondering if I should allow dropping of objects. The current version allows that, but there’s a bug that prevents those objects from being picked up again, no biggie.

Let me know what you think.

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