Exodus
A terrain puzzle in the Lemmings tradition. Creatures walk across a bitmap landscape — the player modifies the terrain to guide them to safety. The Blitter IS the gameplay.
Coming Soon
Exodus is currently in development. Check back soon!
What You’ll Build
A terrain puzzle in the Lemmings tradition. Creatures walk across a bitmap landscape. They fall into gaps, turn at walls, and march toward oblivion unless you intervene.
Your job: modify the terrain to guide them to safety. Dig tunnels. Build bridges. Redirect walkers. Every action is a Blitter operation — the Amiga’s custom chipset becomes the game design tool.
Why This Game?
Exodus makes the Blitter the core mechanic from Unit 1. Digging a tunnel is a Blitter clear. Building a bridge is a Blitter copy. Testing if terrain exists below a creature is a memory read from bitplane data. Every game action is a hardware operation — you see the chipset working because it IS the gameplay.
The Copper splits the screen for the UI panel. Paula plays satisfying terrain sounds. The 68000 orchestrates the creatures. The result is unmistakably Amiga.
- Set up Copper lists for display configuration and screen splits
- Draw terrain with bitplane graphics
- Modify terrain with Blitter operations (dig, build, redirect)
- Play sound effects with Paula
- Read mouse input for creature selection
- Manage creature AI (walking, turning, falling)
By the end, you’ll understand how the custom chipset renders every frame — because you’ll have built a game that depends on it.
Skills You’ll Master
- Copper lists — programming the display, screen splits, gradient effects
- Bitplane graphics — bitmap terrain as playfield data
- Blitter operations — clear, copy, fill, cookie-cut masking
- Paula audio — sampled sound effects
- Creature AI — walking, turning, falling, ability assignment
- Mouse input — cursor, selection, UI interaction
Prerequisites
This is Game 1. No prerequisites — just enthusiasm and a willingness to learn 68000 assembly.
You’ll need an emulator (FS-UAE), an assembler (vasm), and disk tools (amitools).
Time Investment
128 units at 60-90 minutes each. Roughly 128-192 hours total, spread across 8 phases.
Unit Roadmap
Phase 1
Build the core game loop
Phase 2
Expand mechanics and variety
Phase 3
Content and level design
Phase 4
Visual polish and effects
Phase 5
Audio and music
Phase 6
Advanced features
Phase 7
Optimisation and testing
Phase 8
Final polish and distribution