WARNING
THIS DEVLOG POST WILL BE DELETED WHEN A NEW HISTORY DOCUMENT IS AVAILABLE. THEREFORE, COMMENTS POSTED HERE WILL BE DELETED AS WELL. FOR COMMENTS, PLEASE USE THE COMMUNITY SECTION IN THE MAIN PAGE. THANKS.
Thanks for your feedback!
The food spawns always in the same way (i.e. when a piece disappears or is caught, a new one appears), but it is not always easy to reach. The key is to keep on eating as much as possible, even if at times that means backtracking a little - and, yes, paying attention to cakes is a good idea ;)
In the first zone walls might be confusing indeed; however, there is a simple rule: striped, bright walls = solid; other walls = in the background.
P.S. With every release I delete the history and post a new, updated one at the top of the devlog, so your comment will be deleted sooner or later. If you wish to preserve it, please consider posting it in the Community section (see bottom of the main page).
Ring around the World simulates the elapsing of time and handles several events related to it.
A constant and very important effect is that the protagonist becomes (more) thirsty, hungry and sleepy as time goes by. Another constant and noticeable effect is that the environmental lighting changes according to the hour of the day. Other events happen when a certain time is reached.
1 in-game hour corresponds to 10 real-world minutes, but some actions might cause time to elapse more quickly.
The duration of a day is 24 hours.
The game starts at 12:00.
This video shows, at an accelerated pace, the effects of time.
Hmm, I must say I'm at a loss.
Never had a freeze there (actually, a freeze at all), even if I use the load/save feature a lot for testing in general. Also, I happen to have the same board, and I've played the game on a heavily customized and patched AmigaOS system.
Do you have other expansion hardware? Which AmigaOS version are you using (I tested the game on Kickstart 1.3, 3.1 and 3.9)?
Are for the reordering: that's normal, the entries get sorted alphabetically.
After months of intense work, a game for classic Amiga and that (almost) nobody knew about is finally out!
Ring around the World is a short, open world, top-down, point'n'click adventure where the protagonist wakes up on the shores of an unknown world with just two memories - one being of himself drowning in a stormy sea.
https://retream.itch.io/ring-around-the-world
Like all the RETREAM games, also this one is 100% free, but, if you like it, please offer some support to somebody who is a victim of any kind of violence.
Glad you appreciate that aspect, my friend!
The amount of content is mostly made possible by assigning the map data both graphical and functional meaning, and by writing specific code where needed - designing maps is a hugely brain-raking (but fun) puzzle.
There are other factors, too, but now I'm busy with getting the next preview released ;)
Thanks a lot for the appreciation and the proposal :)
However, I prefer to make the preview freely downloadable by anyone, and I hope to have it out much earlier than that - the only thing that's holding it back is that I want it to have a less incomplete FUN PARK zone (i.e. first level) map.
But if you feel like having a look at the preview right away (and additional/insider information), so that you can talk about it in the mag, feel free to contact me by email (contact_retream_com) ;)
Thanks a lot for the enthusiasm and the appreciation!
The development progressed further since the release of the preview (see below for current changelog), but honestly the amount of content to produce is so huge that the game won't be ready anytime time soon - and that's without counting real life...
CHANGELOG (since the 20220708 preview)
* Changed the main color of Zampo's dark skin.
* Fixed the permanent flashing of Zampo when he caught a spinach can while he was already in STEEL mode and the mode was about to expire.
* Made a minor optimization.
* Added 4 more baddies.
* Touched up some music instruments.
* Fixed/optimized the collision detection against eatables/drinkables (a change made just before releasing the preview could cause the collisions to be missed while the objects were flickering before disappearing).
* Improved the CLIFFS zone map.
* Started writing the FUN PARK zone music.
* Wrote the FORTRESS zone music.