Glad to hear you are enjoying the game! Just reminding myself of the amount of RAM / program memory left after compiling:
Sketch uses 28506 bytes (99%) of program storage space. Maximum is 28672 bytes.
Global variables use 2364 bytes (92%) of dynamic memory, leaving 196 bytes for local variables. Maximum is 2560 bytes.
So yes not much space left for additional features! Program space probably being the more limiting factor here. I think I originally was planning to have destructible walls like you suggested but it added to the complexity. I also wanted to have more sign posts with messages to read, sort of like how the Catacomb series has scrolls that you can pick up with tips or lore.
After many moons, I actually ended up porting the Arduboy to an ESP32 and a 240x240 TFT screen from a badge we made for a conference last year.
Had a ton of fun playing Catacombs of the damned! on it and was my benchmark for making sure the screen was running fast enough.
Due to the scaling to full screen and the speed of the SPI, I had to thread the display and get the updates to it running on a seperate than and leave the game logic on the main thread, worked quite well in the end as you can see in the video
I thought I was only going to check out the game and then load something else. I found myself having a difficult time setting it down. This was well done. Thanks for your efforts. You should release a Kickstarter edition of this game with a custom shell for the Arduboy.
I just got the Arduboy just a few days ago. I loaded Catacombs of the Damned! onto it to show off to my coworkers to demonstrate what it could do. I may have convinced a half-of-a-dozen people to buy an Arduboy ASAP using your game as the sample.
I am awaiting my Arduboy (scheduled delivery tomorrow…) and this will be the first game to try! This game brings back memories of my youth @jhhoward Thank you! This is really awesome! It really sparked my coding interest again: I just looked up some -really- ancient backups of Telemachos Peroxide Trainers (Part 7 and 8 for those who might remember). I will study your source code and give it a try myself!
Is it me, or do I always seem to get random levels which are generated that are impossible to beat (No exits, or paths that look open, but are infact dead ends? Maybe this is just an issue with emulation and not on real hardware?
There is something wrong with the web emulator where it has gradually got worse over time. First it was the problems with the walls not being rendered correctly and then, as you mentioned, the generated levels are corrupt. I’m not sure what the cause is, perhaps a subtle change in the web standards that the emulator relies on?
It works perfectly fine on the actual hardware. Last time I checked it also worked with the offline / downloadable ProjectABE emulator too.
Edit: the problems may also be browser specific as a quick look on my Android phone and it appears to work ok there.