An introduction to the world of mappers for retro games.
An interview with Lead Designer Andrew Marsh about the puzzle design of The Meating
If you have ever engaged in programming, then you know about bugs. If bugs didn't bother us, the development process would be faster and more enjoyable. But these bugs are just waiting for the moment to corrupt our code and spoil our timelines and creative flows. Fortunately, there are many tools and strategies for eliminating bugs - even for retro programmers.
Developing retro games is always a dance of balancing features, processing speed, and cartridge space. Sloppy code or unrefined design can lead to a sloppy, slow game. However, clever design and masterful code can create a beautifully choreographed game. Programming the behavior of Voracious Ghosts in the Meating is an example of one such dance of development and design.
Coding enemies is a lot like cooking. Answering the question of "How should this enemy behave?" is similar to answering "What should this sandwich taste like?" For both questions, the secret is in the ingredients.