Nesterin Trail
25
https://marcogiorgini.itch.io/nesterin-trail
(full game will be available in February)
After almost six months after the demo’s release, I’ve finally finished the full game, of course using the StoryTll64 engine.
Or better, I should say that I’ve finished the full game AND I’ve changed the engine enough so to be able to have a game like that based on that engine.
Most of the engine changes are technical (I’ve switched from cc65 to oscar64 as compiler – and that required me some time but helped me to reduce player code footprint, I’ve improved several time the text compression algorithm, I’ve improved a bit also the image compression one, but mostly I’ve changed the way it works so to have a minimal decompression temp area) but some are related to the script too – for things I simply missed during the first implementation (and there still are others I should add) or for things I didn’t implement in the “best” way – even for such a simple tool.
I hope to find time to update the git release (even if in that case I must also update the demo games), but I also hope to find time to write more about it, in the unlikely case someone else wants to try to use it for his/her own game.
But for today, I simply want to say that it’s been a really long and hard journey, to go from Nesterin Trail initial idea to this full game, but the challenge has also been really rewarding. Yes, the first thing I should have learned (and I’ve not) is that trying to create a long game, with strict limits (I’ve also had problems with DISK space!) with a young engine, used just for minimal projects, is really a bad idea.
I’ve fought more against the code than against the story development and at the end I’ve cut a lot of things because I could not bypass (my) C64 memory issues (surely not without slowing down MORE the development time). I’ve spent nights debugging asm code with VICE because something didn’t work – and it was a problem related to memory overrun that happened because things were getting huge and I wasn’t exactly aware of where certain data overlapped others.
It was hard – to reach almost a crying point while trying to keep eyes opened.
But – uh – it was also FUN. I wasn’t ready or good enough for this kind of work when in the 80s I was a kid with a real C64 at home trying to create games to store on an unreliable tape. But maybe I’m now, ready to fight, even if probably still not good enough.
Anyway – I really lived in Nesterin this month – even if a Nesterin that was a fantasy setting, with a nerd technical feeling – and I really hope someone else could live there too and share this world with me, for the few hours of gameplay.
I’ll discover that soon – game’s ready but I’ve still a week to way before its release – and for a nice reason.