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Day 3:

Core gameplay is all working!


Today I added a dynamic event system. At the end of every turn, a random event may occur- perhaps you encounter a mysterious weapons dealer, or read a news story about the disaster unfolding in the city around you!

In order to ensure that pacing and difficulty stays controllable, I use multiple random pools. The events are pre-initialized in appropriate proportions in a large array. I then shuffle several segments within that array, and then draw from the array in sequence as days progress in-game. By shuffling segments instead of the entire array, I ensure that, for example, the events which progressively unlock buying and selling certain commodities will be spaced out over the course of a 45-day cycle, instead of bunched up together at the start or end of that timespan.

I'm closing in on the RAM limits of the CHIP-8 platform with this game. Using the "XO-Chip" extended instruction set my code has to fit in 3.5kb, with an additional 60kb of storage for static data- graphics, working storage, lookup tables, etc. Right now I'm down to about 190 bytes of free code space, and I've just barely squeezed in most of the mechanics I originally planned. A big part of making everything fit was the use of a small special-purpose script interpreter which allows me to store the logic which drives many text screens and dialogues in that more spacious data-RAM.

I also added loan sharks, combat, and several exciting ways to die! Don't take my word for it, though- a WIP build is now up on Itch:

https://internet-janitor.itch.io/business-is-contagious

The page includes a downloadable Octo Cartridge File which includes full source-code, if anyone is curious. I plan to spend tomorrow fleshing out a few minor nice-to-haves, tweaking balance, and adding polish. I'd greatly appreciate any feedback or suggestions you folks may have!