Re:Pico-8 Virtual Fantasy Console is an idealized constraine...
by WorldMaker on Monday August 19, 2019 @05:36PM
(#20742051)
Neat. Obviously swappable cores in cartridges were a big part of the longevity of the NES and SNES consoles, and it will be interesting to see what sorts of trade-offs you decide to make for the various cores (and their interactions).
Re:Pico-8 Virtual Fantasy Console is an idealized constraine...
by derefr on Monday August 19, 2019 @05:32PM
(#20742011)
Very cool! Have a page or repo up to follow your work?
Re:Pico-8 Virtual Fantasy Console is an idealized constraine...
by mntmoss on Tuesday August 20, 2019 @01:50AM
(#20744163)
I have a little landing page on itch.io which can be followed if you have an account (but the content is getting embarassingly out of date): https://triplefox.itch.io/galapagos
Current release plan is to get some builds out late August/early September, both free and paid(paid simply gets the updates faster). Then later on, I can think about plans to open up development. PICO-8 took about two years from conception to release and I'm getting to around the end of year one of mine, and just about everything has had multiple iterations, but the first release will be a basic "run at the command line, code in your text editor, store assets in the file system" kind of environment. Releasing means I think the basic design is mostly settled, so after that all the UI and IDE functions will become possible.
One of the things I found myself doing with PICO-8's setup was prematurely optimizing code for size, which presented a new kind of puzzle(how to express things in fewer Lua tokens) but didn't feel good in terms of authoring finished work(I made a nice 3D maze wireframe renderer - and then stopped there). So with my own fantasy console I'm prioritizing other things beyond size/retro aesthetic, while still thinking about limitations. "Diversity" has become one of those things: you will have some ability to swap out graphics and sound cores, and use a variety of programming languages. The fixed spec approach makes it harder to make each part really distinctive and not just another "tiles and sprites and chiptunes" doddle.
Since I made the foolish decision to support 3D cores it's taken a while to get a renderer going, though, and I finally decided to speed things up by releasing with 2D first and adding more later.