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With good games people don't mind commiting some space to them.
Well, that's it. I can actually foresee slamming face first into the 16KB memory limit for a 1 page application. I've just started working on the text system for the "story mode" in the game (where the story of the game is told in the dialogue between you and the boss of whatever level you're in) and I'm nearing 11KB.Know that I have to have boss and enemy image and script data for about 6 to 8 stages, each boss having its own portrait sprite and image data for each of its spellcards that it can use. Then there's your own characters, which I plan on including 6 to 8, each with its own portrait and spellcard images, and their own code. Don't mention anything about backgrounds, which there will be 8+, one for each stage, and maybe one for each of the boss fights. THEN, there will be the actual dialogue between you and the boss, which will vary depending on what character you select for the "adventure."Then, there's the issue of having an actual title screen, which this game completely lacks at this point. Cramming it all in the remaining 5K seems unrealistic, so... now I have to figure out how to distribute all this data across two or more pages and still have the routines that need to access it still readily available.BUT... on the bright side, the beta demo version that will release prior to actually writing a coherent story for this will remain as a 1 page, 16K application. I just want to let you all know that this game *will* end up being a 32K or (if worst comes to worst) a 48K app when all is said and done.