[**Commercial Release Is Now Available**] Realms of Quest IV
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To write basic code, why not using some pc tools like basedit or cmb prg studio?
I personally use basedit on linux thru wine and run the prg on vice, even though programming directly on a real vic has a funny retro feeling
I personally use basedit on linux thru wine and run the prg on vice, even though programming directly on a real vic has a funny retro feeling
Pallas - OPByte
http://www.opbyte.it/vic20/
http://www.opbyte.it/vic20/
I've played around with BASEDIT before, but it's been a while.pallas wrote:To write basic code, why not using some pc tools like basedit or cmb prg studio?
I personally use basedit on linux thru wine and run the prg on vice, even though programming directly on a real vic has a funny retro feeling
Can BASEDIT modify .prg files directly on a D64? Since this is a multi-file game, I would need to be able to do that.
"A slave is one who waits for someone to come and free him." -- Ezra Pound
- Mayhem
- High Bidder
- Posts: 3027
- Joined: Mon May 24, 2004 7:03 am
- Website: http://www.mayhem64.co.uk
- Location: London
pallas wrote:To write basic code, why not using some pc tools like basedit or cmb prg studio?
I personally use basedit on linux thru wine and run the prg on vice, even though programming directly on a real vic has a funny retro feeling
Thanks for the suggestion, I think I will definitely use BASEdit henceforward.Mayhem wrote:Yes, you can attach D64 files in BASEdit, and load PRGs from it.
With that, I now have a WINDOWS .bat file that loads up the various tools I'm using work on the game such as VICE, NotePad++, BASEdit, etc.
"A slave is one who waits for someone to come and free him." -- Ezra Pound
I've also uploaded another demo of the game.
https://sites.google.com/site/gdbsite50 ... ects=0&d=1
In this one, if you encounter monsters it loads the combat module after which you can just press a key to return to the dungeon module.
https://sites.google.com/site/gdbsite50 ... ects=0&d=1
In this one, if you encounter monsters it loads the combat module after which you can just press a key to return to the dungeon module.
"A slave is one who waits for someone to come and free him." -- Ezra Pound
I'm continuing to work on the combat module.
I'm wondering if sound effects are necessary at all. I like not having to make or having to hear beeps and whistles when the action takes place.
I also played Realms III to see how Realms IV compares to it. Realms III is definitely a better game in terms of audio-visuals, but Realms IV will have more depth and features.
I'm wondering if sound effects are necessary at all. I like not having to make or having to hear beeps and whistles when the action takes place.
I also played Realms III to see how Realms IV compares to it. Realms III is definitely a better game in terms of audio-visuals, but Realms IV will have more depth and features.
"A slave is one who waits for someone to come and free him." -- Ezra Pound
Did Bard's Tale have sound effects? I don't think so, but the music was nice and unintrusive. Maybe you can make ROQ4 closer to Bard's Tale as ROQ3 was closer to Ultima.
What I would find a definitive improvement would be the use of a proportional font like in Kweepa's Cometfall. Or maybe just half as wide 4x8 chars? This would take away that easy-to-spot VIC-20-look and be more readable. Unless this is what you're actually looking for
What I would find a definitive improvement would be the use of a proportional font like in Kweepa's Cometfall. Or maybe just half as wide 4x8 chars? This would take away that easy-to-spot VIC-20-look and be more readable. Unless this is what you're actually looking for
I'm not going to change the standard 22x23 screen size. I might allow the user to choose from a list of fonts, however. Since I haven't really worked on the Edgar Allan Poe game, I figure I might as well use the font I designed for it in Realms IV.tokra wrote:Did Bard's Tale have sound effects? I don't think so, but the music was nice and unintrusive. Maybe you can make ROQ4 closer to Bard's Tale as ROQ3 was closer to Ultima.
What I would find a definitive improvement would be the use of a proportional font like in Kweepa's Cometfall. Or maybe just half as wide 4x8 chars? This would take away that easy-to-spot VIC-20-look and be more readable. Unless this is what you're actually looking for
I continued to work on the combat module, most notably the monsters' melee attacks.
When a monster attacked in Realms III, the image was flipped horizontally. In Realms IV, the monster image will change color when it attacks.
"A slave is one who waits for someone to come and free him." -- Ezra Pound
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- Vic 20 Hobbyist
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- Joined: Sun Dec 26, 2010 1:51 pm
Well, the monochrome concept is not completely set in stone. It was more like a guideline. Kind of like a low-carb paleo diet--I try to eat more healthy with mostly vegetables and some meats, but sometimes I'll fall off the wagon and cheat with a gluten-free pizza.malcontent wrote:Nitpicky, but I feel the color is against the philosophy of the heretofore monochrome display. Maybe inverse flash?
I'm taking time off on working on this game because I finally got Kenz to agree to release Theater of War (+ my other games from 2010-2013) as a Psytronik release. So I'm going to be making a splash screen and menu for that for the next little while.
"A slave is one who waits for someone to come and free him." -- Ezra Pound
I went back to working on this game after I finished programming the menu system and writing the instruction sheet for my upcoming Theater of War Psytronik release.
Today I worked on the experience point system. The way it works is that depending on how powerful your race/class combo is, it determines the percentage chance of advancing a level when you kill a monster. If you kill a stronger monster (relative to your current level) then the chances of gaining a level is higher.
Once you kill a monster and you're able to advance a level, a + (signifying a potential advance of 1 level) or * (meaning 2 levels) is marked next to your character.
To train a level advancement, you have to return to the castle and sleep at the inn to gain your earned levels.
Today I worked on the experience point system. The way it works is that depending on how powerful your race/class combo is, it determines the percentage chance of advancing a level when you kill a monster. If you kill a stronger monster (relative to your current level) then the chances of gaining a level is higher.
Once you kill a monster and you're able to advance a level, a + (signifying a potential advance of 1 level) or * (meaning 2 levels) is marked next to your character.
To train a level advancement, you have to return to the castle and sleep at the inn to gain your earned levels.
"A slave is one who waits for someone to come and free him." -- Ezra Pound
I've programmed some more of the combat modules.
Here's another update of the demo:
https://sites.google.com/site/gdbsite50 ... ects=0&d=1
You can now fight monsters and they can fight you. A lot of the combat options (like use item, run away, greet) aren't implemented yet.
And you can't heal hit points or rest/train for levels, so if your party is damaged then it doesn't make sense to save your party in a weakened state.
Here's another update of the demo:
https://sites.google.com/site/gdbsite50 ... ects=0&d=1
You can now fight monsters and they can fight you. A lot of the combat options (like use item, run away, greet) aren't implemented yet.
And you can't heal hit points or rest/train for levels, so if your party is damaged then it doesn't make sense to save your party in a weakened state.
"A slave is one who waits for someone to come and free him." -- Ezra Pound
Like I did at certain points in the dev for Realms III, I'll post my own
1. Party, character and inventory management
90% finished. I still have to program the routines when you find treasure after combat.
2. Graphics
80% finished. I still need to create portraits for NPCs and boss monsters. And possibly a multicolor or hires splash screen.
3. Dungeon level design
10% finished. Only the first level has been designed so far. I'll work on the other 9 levels once the programming for the basic game engine is finished.
4. Dungeon programming
40% finished. I still have to program additional traps and stair climbing.
5. Combat
60% finished. The basic melee combat routines are done. I have to program routines for greeting and running away as well as combat resolution and treasure finding.
6. Spells and magic item use
5% finished. I have the spreadsheet for the various spells and the players have spell units. I just need to make the spellcasting routines.
7. Background music + sound effects
10% finished? I only have a tune that is played at the start menu. I don't really mind playing this game without any sound effects at all. Since I plan on making a 24K version, I might add music and sound effects there.
1. Party, character and inventory management
90% finished. I still have to program the routines when you find treasure after combat.
2. Graphics
80% finished. I still need to create portraits for NPCs and boss monsters. And possibly a multicolor or hires splash screen.
3. Dungeon level design
10% finished. Only the first level has been designed so far. I'll work on the other 9 levels once the programming for the basic game engine is finished.
4. Dungeon programming
40% finished. I still have to program additional traps and stair climbing.
5. Combat
60% finished. The basic melee combat routines are done. I have to program routines for greeting and running away as well as combat resolution and treasure finding.
6. Spells and magic item use
5% finished. I have the spreadsheet for the various spells and the players have spell units. I just need to make the spellcasting routines.
7. Background music + sound effects
10% finished? I only have a tune that is played at the start menu. I don't really mind playing this game without any sound effects at all. Since I plan on making a 24K version, I might add music and sound effects there.
"A slave is one who waits for someone to come and free him." -- Ezra Pound
I lost about a day's work with the combat resolution routines after overwriting a file by accident. But it's a good thing that I keep daily backups. Since then, I'm backing up at least once an hour while I work.
I think the combat resolution (the disarm traps/grab treasure routines) is finished now, finally.
I only have about 1100 bytes free when the combat module is loaded in memory. I still intend to make this a 16K game, but if I have to make it a 24K game, then I will do that.
I think the combat resolution (the disarm traps/grab treasure routines) is finished now, finally.
I only have about 1100 bytes free when the combat module is loaded in memory. I still intend to make this a 16K game, but if I have to make it a 24K game, then I will do that.
"A slave is one who waits for someone to come and free him." -- Ezra Pound