Undead

Development of the game originally began in 1990 and, according to the latest information, is still going strong today. All inspired by a number of exciting games such as Splatterhouse and Final Fight.

It is true that this has Splatterhouse vibes since I was, and still am, a huge fan of the coin op, and was almost certain it could be converted for c64.

As a testament to the seriousness of the game’s development, they have even created a completely unique utility for high-quality animations, which they have named THE NECROMANCER.

We have worked a lot on this, and the reasoning for the animation tool was following:
Existing C64 graphics tools are great in their own right, but they lack certain fundamental features needed specifically for this game

Explanation of the tool features:
1: Asset list view, containing all the imported / created bitmaps and sprites.
2: Properties view for the highlighted asset. You can set the palette, size of the bitmap or sprite (there are no size limits, editor will automatically divide the sprite as needed), or if it has X-or Y-scaling. For Animation, you can set the scene size, framerate, amount of layers and transparency color.
3: Layer selection.
4: Frame sheet. This has slightly resemblance on the frame exposure sheet used in traditional animation. You can drag sprites into it, and then type in their coordinates. If you leave a row empty, it means that you are duplicating the frame.
5: Animation window view. This shows all the stuff you have dragged into the animation from the asset list, and you can play the animation from here.
6: Paint edit views. When you edit the sprites and bitmaps, they open up on their own window where you get to see all the paint tools (mostly basic Deluxepaint-style tools)
7: Animation playback buttons, nothing out of ordinary here.

So the development of the game is alive and well, and we expect to be able to play it soon.

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