The Tuerkas project


Startup

The Tuerkas project was started on January the 1st, 2022 . It is recorded at the first lines of the source code

Initially, it wasn’t meant to be a game but only a set of z80 assembler routines to render sprites over a platform-style background. But somehow it got out of control!


Graphics

When the project first needed to have some sprites and pixel art, I took a tool that I had at hand: yes, it’s Excel my friend


Handwritten notes

 Coding the map:


The sprite rendering algorithm uses a small double-buffer technique to save memory:


Map zones: forest, city, factory, underground, clouds:


An outline of an underground screen:


Loading screen sketch:



Tuerkas Engine

Every game must have a game loop:


Tuerkas' game loop contains the usual sections: 

• Spawn game entities (enemies, objects, power-ups, etc.)

• Render sprites on a double-buffer

• Read input (keyboard, joystick)

• Process Finite State Machine for entities

• Process Finite State Machine for main character

• Clock timing to synchronize frame rate (25 fps) 

• Refresh screen from double-buffer

Get Tuerkas, the white cat

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