In which case, maybe the player would have to buy the food and pay water and electricity bills, and maybe earn the money to do so through some kind of minigame?
Otherwise it just seems to me like there’s no real challenge of any kind, it’s just an overly complex lava lamp.
(Maybe that’s just me though?)
The stat bars should be hidden, the food and water would be shown by their places on the screen, a water cooler on teh kitchen counter, and boxes on a shelf for food and water,
screen mode, I have no idea, whatever is best for the programmer, I don’t understand all the differences,
If mixed mode is available you don’t even have to decide! IT is currently a little slower I think, but I’m sure some of the ASM gurus on the forum here can fix that
Should you have a home at the top of the stairs? I know the original had also a part going left or right so it didn’t need a hole, bit if the stairs are this way it may need a hole in the floor above. What do you think?
link corrected.
Basically it allows
220x176x4
110x176x16
110x88x256
All at the same time. The screen can is split into 88 lines, each line can have a different ‘mode’. This is possible because all of these modes use the same buffer size, so the only real difference is how the data is transferred to the screen. An advantage here, would be to swap from low-res 8bit gfx to hi-res 2bit (for text as an example) within the same program.
So I read that folks were not sure what the game would be like, basically it’s like a tamagotchi but in color with an actual house for the “pet” to live in initiall it is just a virtual pet you start the game and the house loads and a little person moves in, you use the c button to “save” and exit the game the d pad has 4 functions such as give food, give water etc for additional functions you press a or b and a direction, eventually the select/programmer button could be implemented for some thing as well.
The little person can interact with you directly by asking for stuff or asking simple questions answered with a or b they can play games with you as they are implemented simple ones like blackjack etc they can listen to records, play video games use their computer etc. you provide food water new books games and records and companionship for them, if they are down you can pat them in the back or call them on the phone.
I actually did start writing something.
I wrote a load of boilerplate for a decision tree system, but I didn’t get any further than that because I wasn’t really sure what the mechanics are supposed to be like.
I’ve just been having a quick look at some videos of people running it,
and the thing that struck me the most is how many different animations there are.
The animation system must be incredibly complex.
For some reason it wouldn’t run on my regular browser (Firefox),
I had to use my backup (Chrome).
I’ve been sitting watching the man and his dog walkaround the screen for several minutes,
but I’m still none the wiser as to what I’m supposed to do.
I’ve tried typing things but nothing I type seems to affect the world in any way.
The C64 is not the best version to use for this game because of the keyboard inputs.
Better have a look at “Apple town story”. That´s LCP for the Famicom/NES. It was made for Joypad-only gaming.
In case you’re wondering what she says in the speech bubble after the intro:
Hiragana+Katakana:
わたしはキャシーよろしくね!
Romaji:
Watashi wa Kyashii yoroshiku ne!
English Translation:
I am Cathy. Pleased to meet you!
Translator’s note:
The actual meaning of ‘yoroshiku ne’ is more like ‘please treat me kindly’, but that would sound odd in English and it’s often used when meeting someone for the first time in the same way other languages would use “pleased to meet you”.
Additionally the ‘ne’ part makes the statement softer/gentler, so it doesn’t sound too assertive.