Ink War
A territory control game where the Spectrum's attribute system IS the gameplay.
What You’re Building
Two players. One board. 64 cells. Control the majority to win.
Ink War is a territory control game where you and your opponent take turns claiming 8×8 attribute cells. Each cell you claim changes colour to show your territory. When the board is full, whoever controls more cells wins.
Why This Game?
The ZX Spectrum’s attribute system is what made Spectrum games look distinctly Spectrum. Each 8×8 pixel block shares one foreground colour and one background colour. This creates the infamous “colour clash” when sprites overlap.
But here, the constraint becomes the game. Our board is made of 8×8 cells. No clash — just strategy.
Eight Phases
| Phase | Units | Focus |
|---|---|---|
| Phase 1 | 1-16 | Complete game with two-player and AI |
| Phase 2 | 17-32 | Custom graphics, animations, options |
| Phase 3 | 33-48 | Tournament/campaign modes, polish |
| Phase 4 | 49-64 | Advanced AI, optimisation, distribution |
| Phase 5 | 65-80 | Professional presentation and features |
| Phase 6 | 81-96 | Advanced modes and difficulty |
| Phase 7 | 97-112 | Performance and memory tuning |
| Phase 8 | 113-128 | Distribution and final polish |
Each phase builds on the previous. By Phase 8, you’ll have a polished game worthy of a cassette release.
What You’ll Learn
Phase 1 (Available Now):
- Attribute system — how colour works in 8×8 cells
- Z80 assembly — registers, instructions, control flow
- Keyboard input — reading the keyboard matrix
- Game state — turns, valid moves, win conditions
- Simple AI — building a strategic opponent
Phases 2-4 (Coming Soon):
- Custom character sets
- Animation and visual effects
- Tournament and campaign modes
- Advanced AI techniques
- Distribution packaging
Prerequisites
Complete Game 4: Chambers first. No additional prerequisites needed — just enthusiasm and a willingness to learn Z80 assembly.
You’ll need an emulator (Fuse) and the sjasmplus assembler.
Time Investment
Each unit takes 60-90 minutes. The full game is 128 units across 8 phases:
- Phase 1: ~16-24 hours
- Full game: ~128-192 hours
Every unit produces something that works. By the end of Unit 1, you’ll see the game board and move a cursor with the keyboard.
Ready?
The board is empty. The ink is ready. Let’s claim some territory.
Unit Roadmap
Foundation
Build a complete playable game with AI opponent
Hello Spectrum
Claiming Cells
Making It Yours
Score and Turn Display
Move Validation
Game End Detection
Title Screen
Complete Two-Player Game
AI Framework
Smarter AI - Adjacent Priority
Defensive AI
Corner and Edge Strategy
AI Difficulty Levels
Sound Effects
Results Screen
Phase 1 Complete
Expansion
Enhanced visuals, options, and game variations
Custom Character Set
Cursor Animation
Claim Animation
Title Screen Animation
Title Music
Options Menu
Board Size Variation
Move Timer
Statistics Tracking
Victory Effects
Screen Transitions
Practice Mode
Control Options
Help Screen
Attract Mode
Phase 2 Complete
Refinement
Enhanced gameplay modes and variety
Enhanced Title Screen
High Score Table
Pause Functionality
AI Speed Options
Cell Patterns
Tournament Mode
Campaign Mode
Board Themes
AI Personalities
Tutorial Mode
Replay Viewer
Sound Test
Credits Screen
Loading Screen
Final Polish Pass
Phase 3 Complete
Integration
Connect systems and flow
Code Review
Memory Optimisation
Performance Optimisation
Advanced AI - Look-Ahead
AI Balancing
Two-Player Polish
Network Placeholder
Accessibility Review
Bug Hunt
External Testing
Documentation
Feature Freeze
TAP File Creation
TZX with Loading Screen
Final Playtest
Distribution
Polish
Professional presentation, modes, and features
Unit 65
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Coming SoonChallenge
Advanced modes and difficulty
Unit 81
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Coming SoonOptimisation
Optimisation, advanced AI, and distribution
Unit 97
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Coming SoonMastery
Distribution and final polish