Continuing with the 8 bit fascination, the Sierra game engine from those days was quite impressive. It had static bitmaps for rooms, collision objects, Z buffering, & player animation. It used vector graphics.
Young lion envisioned some mix of scrolling world & static rooms for his Robotech game. A scrolling world would have been quite unplayable, in the end. Truth be known, the signature graphical Sierra adventure games never supported the C64. They were all on x86 & apple II, using plain bitmap writes. Kiwipedia clearly shows the C64 wasn't supported. https://en.wikipedia.org/wiki/Adventure_Game_Interpreter
Their most advanced games for C64 just had non interactive, procedurally drawn graphics as illustrations. Their most advanced C64 adventure game was Mickey's Space Adventure.
They made a formal game engine for x86 & apple II starting with King's quest. It had a very small player & very few occluded zones. The mane mystery is why they didn't do the same on the C64.


They all drew the graphics in place. It was a 160x150 graphical area with a 30 pixel tall text area below. It seems to have dropped 20 pixels from the top & bottom.

This room is using an alpha mask to draw the chain on top of the player. A C64 would have to use sprites for the foreground or just draw the whole thing in bitmap RAM.
As usual, the hardest part would be creating the assets & plot.
lion mclionhead
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