v2.1.0 - order relic options
ci/woodpecker/push/c64 Pipeline was successful

This commit is contained in:
2026-08-29 11:21:31 +02:00
parent b155b46dca
commit 266c9ae84c
6 changed files with 305 additions and 34 deletions
+10 -3
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@@ -30,7 +30,7 @@ cells, an animated exit portal, a raster color band behind the
status row, and a fade to black between all screens. The menu floats
over a dark maze backdrop under the big gold-washed title.
The options screen adds two optional twists:
The options screen adds three optional twists:
- **worker gun** - player 1 shoots a bullet with fire/`space`; a hit
enemy respawns on a random cell after a pause.
@@ -38,6 +38,13 @@ The options screen adds two optional twists:
denied until the bar on the status row drains (pixel by pixel) and
the readout flips back from *wait* to *ready* (the cursor also
turns red while recharging).
- **relic order** - numbered relics lie scattered over the corridors
and the worker has to gather them *in order*, 1 first, then 2, and
so on, before the portal will take him. Until the last one is his
the exit stays sealed (a dull grey, and bumping into it blips the
border red); the relic he is after next pulses white, and the
status row counts them off next to the portal glyph. Every level
adds one more: two on level 1 up to nine on level 8.
Screens: TTG intro (ported from rabbitc64) -> pyramid title card
(the pyramid, the trapped worker and the pulsing sun of Ra) -> main
@@ -60,8 +67,8 @@ Test builds can boot straight into one state:
```
acme -DAUTOPLAY=1 -f cbm -o blessingofra.prg main.asm
# also: AUTOOPTIONS, AUTOSTORY, AUTOPYRAMID, AUTOCREDITS,
# AUTOWIN, AUTOLOSE; add -DFORCEOPTS=1 to start with both
# options turned on
# AUTOWIN, AUTOLOSE; add -DFORCEOPTS=1 to start with all
# three options turned on
```
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