You are probably already waiting for the next newsletter and I can promise you it’s already in the work and almost finished.
I also made big updates to the underlying engine to simplify the upcoming steps. And last but not least I have created a video that summarises what we have done so far and gives some tips on how to handle common pitfalls when starting programming for the PiTrex.
But back to the newsletter! To give you an outlook on what comes in the next newsletters I have here a little summary:
Newsletter #4 - Level: We create the first complete level which we already can use to fly through. Also, we learn what we must do, to reduce the number of lines we draw on the Vectrex display.
Newsletter #5 - Fire & Action: A game, especially a shooter game would be super boring if you can’t fire and shoot enemies. Let’s implement!
Newsletter #6 - Explosions: To have a realistic look and feel we need also explosions whenever an object gets hit by bombs or bullets.
Newsletter #7 - Real 3D Objects: So far, all was done by using cubes. Now we add real 3D objects to make all even better looking
Newsletter #8 - Adding Sound: There is one thing left that is super important: Sounds. See what it needs to add them to the game.
After this, we will have an almost complete game and we will go further down the road and talk about things like scripting, remote controls and so much more.
Btw. Sometimes I also got questions regarding the Classics Coder IDE which allows coding the Vectrex in C (and Assembler). The bad news is, it’s currently broken on the newest macOS version because of changed security. It needs some manual work to fix, which is not too easy to do.
The good news is, that I already work on the update, and it will not only work on macOS like the previous version but also on Windows and Linux. Stay tuned for that too!
And now I can just thank you for the great interest you show in “The Vectrex Projects” newsletter and the many subscriptions it already has. You're all awesome!
Until next Friday!
Best,
Roger