Stunning New Games for the Commodore 64 in 2019!


Welcome to the online home of Commodore 64 games programmer, Jon "Kodiak" Woods, where you will find news and detailed articles covering the ongloing development of the next generation C64 games, Colony and Deep Winter.

What does next generation mean? Both games are being built around an advanced parallaxed landscape scrolling engine and avail of colour management techniques that expand the standard C64 palette without epilepsy-inducing flickering. Dive into the ultra cool articles on this site to find out more!




Toggle-plexing Sprites

Kodiak Cameo

by Jon Woods

Toggleplexing Sprites


Unless you (as a C64 user) have been living in a cave, at some point you will have heard of multiplexing sprites on the Commodore 64, a method that enables the same sprite to be re-used further down the screen after the first rendering of that sprite has been drawn.

But now I want to introduce you to another technique that enables the same sprite to be used to display two totally different and widely separated objects that are level with each other (or vertically separated, it makes no difference).

I use this method in my game in development, Colony, to display the afterburner flame and the plane's laser bolts pseudo-simultaneously; I call this technique, toggle-plexing.

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Luma-Driven Graphics

Kodiak Cameo

by Jon Woods

Luma-Driven Graphics


Ever since Mayhem in Monsterland blew me away with its application of non-standard colours, I have been intrigued with the possibilities an expanded palette on the Commodore 64 could yield.

Consequently, that fascination became a driving force in the graphics design approach for my original Colony prototypes back in the mid 1990s.

But now I feel it is possible to do so much more, expanding a rudimentary concept into a whole new design philosophy to lift modern C64 games above their legacy era peers.

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Game Concept: Colony

Kodiak Cameo

by Jon Woods

Colony


Back in 1995 I released the last of the playable demos for what was, at the time, a very ambitious parallaxed scrolling shoot-em-up for the Commodore 64.

I called the game Colony, oblivious to the other C64 game of that name, and envisaged it as a massive upgrade on classic games such as Dropzone and Choplifter.

The game was aborted, but in the summer of 2018 I decided to revisit it with a view to a remake for a commercial release.

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Game Concept: Deep Winter

Kodiak Cameo

by Jon Woods

Deep Winter


Having created what I consider to be a very powerful parallaxed landscape engine for my Commodore 64 game in development, Colony, I stumbled upon an idea for a wholly different game built around the same engine.

The new game, Deep Winter, is being designed as a survival and problem-solving experience, with several components never seen before on the C64.

As with Colony, it features non-standard colours and is therefore being developed for PAL machines only.

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Welcome to my Show!

Kodiak Cameo

by Jon Woods

Welcome to my Show!


Every blog has to have a first post, but some say it must by necessity be bland and perfunctory; I respectfully disagree.

With that in mind, I thought I should set the tone with an introductory primer on my two mega-games in development for the Commodore 64, Colony and Deep Winter.

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