In Atari Anguna land, I've been working on the transitions between rooms. This means fleshing out my room definition code (which previously only had the wall definitions) to also include color scheme, what enemies are in a room, any special state for doors (requiring a key, requiring all enemies to be killed, fake walls, etc), and what item rewards might be in a room. So far, I'm only as far as colors and enemies. Just tonight I got it rigged up so enemies spawn semi-correctly when you move from room to room.
The part I need to figure out next, is the best way to randomly distribute the enemies in a room, but without spawning them in a wall. Do I randomly drop them in, and if it's a collision, try again? This could take a long time in rooms with a lot of walls. Or do I drop them in, and try nudging them around until they don't collide? That could give really weird results, if I nudge them the wrong way. And what's the best way to detect collisions as I'm spawning them? Trying to compute the mapping between screen coordinates to wall collisions is hard on the atari, it's WAY easier to let the collision detection do it, but that only happens once per frame. So do I do the math myself, or do I waste a bunch of frames trying to arrange my enemies before the player is allowed to play the level?
I'm sure I'll figure it out, but my brain is too tired to properly answer those questions right now. (although I'm leaning toward repeatedly random dropping them in, but giving up after 10-15 tries. And I think I can make the background, walls, and enemies all be the same color as I'm trying to position the enemies, so if there's a 1/4 or 1/2 second loading per room, at least it won't look stupid with the enemies bouncing around trying to get positioned. (But I'm not 100% sure that that will work))