on the left is the main palette. You can see the four CGA color palettes at the end. This is how the game switches between colors.
The map itself is made from 6 layers
layer 0 is the actual maze, with the for different colours showing the four zones – each zone uses a different CGA palette
layer 1 is the walls and decoration – towers etc
layer 2 and 4 are the balls. you place a ball with a direction. you also control how the ball moves by markers. when the ball hits a marker it will do something else
layer 3 is the lazer towers and radioactive floors the towers create.
layer 5 is the onscreen hud popup for pull and walk signs, etc
Using the color part of the map, the map can be loaded once and updated live without disturbing the tile layer, that way we have a default map and controls for doing other stuff on the map like shutting down lazers. It is then a simple task of resetting the colors on the map to a known value at the start.
The shown font has a character size of 32×32 pixels.
Not only does it allow us to create the map with other variables being visual and easily changed it is also used as the texture map for the 3d objects! So there is a full gradient set going from white to black plus the needed UI elements for the signs and pickups and lazer gun fires.
Which make for a very efficient dev process. So far I have been working on the game for 6 days including making the 3d objects, font, etc