WITM: The last gameplay video in a while

The latest gameplay video shows the game’s opening cut-scene (in ASCII, of course!) and a few of the first minutes of the game. It will be the last gameplay video in a while, since I’m now concentrating on creating new content for the game. I will try to tell more about the status of the game in the next days. Now I can just say that things are looking great!

J / Retrowl

WITM: The Battle Engine

The battle engine to Whispers in the Moss is now pretty much completed. Adding the user input was just the kind of a pain in the ass as I assumed, but now it’s done. Surprisingly it seems that I managed to do it all without planting a single bug in the code. At least I haven’t found one in the hours I’ve spent on testing the engine but certainly many of the features are still untested. Continue reading

History of Retrowl (1/3): The accidental programmer

The Accidental Programmer

I started programming in the mid-90s by accident. Our first home PC (a 386) was like a treasure box to me. I used to spend hours in DOS running different programs and seeing what they do. I even accidentally found two great games from our hard drive, the legendary Wolfenstein 3-D and Blake Stone: Aliens of Gold.

There was also a strange program called QBASIC hidden deep in the hard drive (well, not so deep now that I think about it). I had no idea what it did but something about the blue background and the strange lines of code kept me coming back to it. Sooner or later I found the two most legendary QBASIC games ever made, Gorillas.bas and Snake.bas, and by starting to modify their codes and experiment with them is how I started programming.

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Whispers in the Moss

The website is finally up and running. In addition to the WordPress address the site can also be reached through www.retrowl.net. Also be sure to check out my new Twitter account @retrowl.

Whispers in the Moss (WITM), my upcoming ASCII J-RPG is slowly starting to shape up. My epic ASCII graphics engine, the one I’ve been working on on and off for the last 18 months or so, is finally completed. All that remains is to add some special terrain effects and work on some other minor details. While working on the graphics engine I’ve also been sketching the game engine for WITM. As of 2 February 2013 I’m proud to announce that the game engine is around 95 % finished. The only major features that need to be implemented are user input during a battle and coding an engine for some ASCII cut-scenes.

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