Uploaded December 2024 | Updated September 2026, 2 weeks ago
After I tried Goosed on hardware (Atari 2600 Jr.) and it had an issue, I had played around with some of my other DPC+ files to see what the issue could be. My son got a beaver toy and that got us thinking what kind of game could focus around a beaver. First we thought of a Pac Man style game as I had wanted to make a maze game but couldn't figure out the logistics so the next thing we looked at was a platformer. I decided to take my DPC+ platformer code because I wanted multiple sprites and a detailed background and decided on the basics:
You play as Bosco the Beaver. You got to escape fur traders, perfumiers, and other perils while you build a dam. You must chew up trees and get the wood down below to cross the river.
I don't think I can program a fully functioning AI opponent like the enemies in Mappy (but I will try). But I will probably have one guy walking back and forth at the bottom, a couple shoot, and maybe some run back and forth on other platforms and jump up or down.
To avoid flicker, I may switch the tree to a missile or ball so that I can manage the sprites better from platform to platform.
After I tried Goosed on hardware (Atari 2600 Jr.) and it had an issue, I had played around with some of my other DPC+ files to see what the issue could be. My son got a beaver toy and that got us thinking what kind of game could focus around a beaver. First we thought of a Pac Man style game as I had wanted to make a maze game but couldn't figure out the logistics so the next thing we looked at was a platformer. I decided to take my DPC+ platformer code because I wanted multiple sprites and a detailed background and decided on the basics:
You play as Bosco the Beaver. You got to escape fur traders, perfumiers, and other perils while you build a dam. You must chew up trees and get the wood down below to cross the river.
I don't think I can program a fully functioning AI opponent like the enemies in Mappy (but I will try). But I will probably have one guy walking back and forth at the bottom, a couple shoot, and maybe some run back and forth on other platforms and jump up or down.
To avoid flicker, I may switch the tree to a missile or ball so that I can manage the sprites better from platform to platform.










