Arduminer Progress Thread
So, this will be my little corner of the board as my game Arduminer nears completion. I’ve reached a point now where I am just spending the last 15% of the my program memory (well, not that drastic) on saving games and on pre-built dungeons to supplement the random cave generation.
I am well within my RAM budget, so I’m going to increase the number of baddies per level as you go deeper underground
You can follow the progress I have made and see some demo’s of the game in the following tweets
this is me doing Art
I haven’t found a finalised discussion on how we are meant to do save games in order to play nicely. FWIW I think having a seperate management sketch and splitting the EEPROM up into say, 8 ‘save game slots’ makes the most sense. You work within a slot or you split your save over multiple and label it as such, then leave it up to the user to keep your saves around or not. That feels kinda like the old PS1 save carts, and I imagine we are all good at working within set boundaries. I am going to work with this for all my games (probably write the manager too) unless a concrete solution is presented.
If you have any questions about the game or for me leave them here. I anticipate finishing up in the next couple days or so, so hopefully you can all try it out and let me know what you think.