[**Commercial Release Is Now Available**] Realms of Quest IV

Discussion, Reviews & High-scores

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Ghislain
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Post by Ghislain »

Kweepa wrote:Huh, that worked!
Looks good. Some of the views seem a little strange (missing walls etc) but it could be that the map is very sparse.
The missing walls means there's no actual physical wall there. I cheated in Realms III by placing posts around the hallways. Realms IV is a bit more honest in that regard, but the wireframe display is a bit disconcerting at first.
darkatx wrote:I had turned on true drive emulation (mind you I had enabled it after the initial load but before 'Leaving') but it was a older version of VICE. Worked fine on 2.3 with true drive emulation on. :)
Yeah, I like the view - works for me and you seem to have adjusted it so that it is similar in perspective to ROQ3.
Looks very promising indeed :D
Thanks. I'm not sure why older versions of VICE is having difficulty -- the game does write to a temp SEQ file before it loads the dungeon module, and then loads the temp SEQ file into variable memory after the dungeon module has been loaded. Real hardware with SD card reader works fine by the way, and VICE 2.4 works fine with true drive on or off.

In the end, I'll probably POKE the variable data to RAM before it loads the dungeon module. This will reduce the amount of read/writes to disk, and make it run a bit faster as well.

If I'm unable to cram the dungeon and combat modules into the same program listing, what I'll most likely do is have two versions of the game: one for 16K expansion (minimum RAM) and then one for 24K expansion (recommended RAM).


The level 1 map is almost the same as the one whose image I posted earlier in the thread. You can try to go through the secret wall yourself.
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Ghislain
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Post by Ghislain »

I just finished programming the routines to detect magic and detect traps.
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Ghislain
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Post by Ghislain »

Yesterday, I made it so that the menu intro music is loaded from disk. So I saved 350 bytes by doing that. There's no point in having routines present in memory if they're not going to be used by the main game engine.

I'll see what else can be loaded dynamically from disk so that I can save even more memory.
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Ghislain
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Post by Ghislain »

I programmed some of the NPC and dungeon text message interactions today.
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Ghislain
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Post by Ghislain »

As you travel through the dungeon, you'll come across situations where special items are needed to surpass them.

Image
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pallas
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Post by pallas »

I really like the way your project is progressing. Looks like the "hours of fun like when I was 20" kind of stuff I'm looking for this days.
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Post by Ghislain »

pallas wrote:I really like the way your project is progressing. Looks like the "hours of fun like when I was 20" kind of stuff I'm looking for this days.
Thanks. Today I digitized the level 1 monster images into 64x64 pixels. I'm going for that 1970s old school D&D look.

Image

DEMON MANES
DWARF
ELF
GIANT RAT
GOBLIN
HOBBIT
KOBOLD
ORC
SHRIEKER
SKELETON
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Ghislain
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Post by Ghislain »

I've been busy with coming up with a definitive monster list.

I display their stats here. I'm not spoiling anything because I intend to list these things in the manual, and none of the boss monster details are posted here.

Code: Select all

LV	MONSTER NAME     	HIT PTS	AC 	#AT	DAMAGE 	ATTACK1    	ATTACK2    	ATTACK3    	ATTACK4 
==	============     	=======	== 	===	====== 	=======    	=======    	=======    	======= 
 1	ELF              	1-10   	5  	1  	1-8    	SWING      	SWING      	SWING      	SWING    
 1	GIANT CENTIPEDE  	1-2    	9  	4  	1-2    	SWING      	SWING      	SWING      	POISON   
 1	GNOME            	1-6    	5  	1  	1-6    	SWING      	SWING      	SWING      	SWING    
 1	GOBLIN           	1-7    	6  	1  	1-6    	SWING      	SWING      	SWING      	SWING    
 1	HOBBIT           	2-6    	7  	1  	1-6    	SWING      	SWING      	SWING      	SWING    
 1	KOBOLD           	1-4    	7  	1  	1-4    	SWING      	SWING      	SWING      	SWING    
 1	ORC              	1-8    	4  	1  	1-8    	SWING      	SWING      	SWING      	SWING    
 1	SHRIEKER         	1-2    	7  	1  	1-2    	SWING      	SWING      	SWING      	PARALYSE 
 1	SKELETON (U)     	1-6    	7  	1  	1-6    	SWING      	SWING      	SWING      	SWING    
 1	STIRGE           	1-8    	8  	2  	1-6    	SWING      	SWING      	SWING      	SWING    
 2	AXE BEAK         	3-24   	6  	2  	1-3    	SWING      	SWING      	SWING      	SWING    
 2	BROWNIE          	1-4    	7  	1  	1-3    	SWING      	SWING      	SUMMON     	CHARM    
 2	BUGBEAR          	3-24   	5  	2  	1-6    	SWING      	SWING      	SWING      	SWING    
 2	DEVIL LEMURE (D) 	3-24   	7  	1  	1-3    	SWING      	SWING      	SWING      	HEAL     
 2	DWARF            	2-12   	4  	1  	1-10   	SWING      	SWING      	SWING      	SWING    
 2	GARGOYLE         	4-32   	0  	2  	1-3    	SWING      	SWING      	SWING      	SWING    
 2	GHOUL (U)        	2-16   	5  	1  	1-3    	SWING      	SWING      	SWING      	SUMMON   
 2	GNOLL            	2-16   	4  	1  	1-8    	SWING      	SWING      	SWING      	SWING    
 2	QUASIT           	3-18   	2  	1  	1-4    	SWING      	SWING      	SWING      	SWING    
 2	WERERAT          	3-24   	5  	1  	1-8    	SWING      	SWING      	SWING      	POISON   
 3	BLINK DOG        	4-32   	5  	1  	1-6    	SWING      	SWING      	SWING      	SUMMON   
 3	CARNIVOROUS APE  	5-40   	6  	2  	1-8    	SWING      	SWING      	SWING      	SWING    
 3	CARRION CRAWLER  	3-24   	4  	3  	1-2    	SWING      	SWING      	SWING      	PARALYSE 
 3	DEMON MANES (D)  	1-12   	3  	2  	1-8    	SWING      	SWING      	SWING      	SUMMON   
 3	GREEN SLIME      	2-16   	9  	1  	1-6    	SWING      	SWING      	SUMMON     	DESTROY  
 3	JACKALWERE       	4-32   	4  	1  	1-4    	SWING      	SWING      	POISON     	POISON   
 3	LEPRECHAUN       	3-12   	8  	1  	1-3    	SWING      	SWING      	SUMMON     	CHARM    
 3	OGRE             	4-32   	2  	1  	1-10   	SWING      	SWING      	SWING      	SWING    
 3	PIERCER          	4-32   	3  	2  	1-6    	SWING      	SWING      	SWING      	SWING    
 3	PSEUDO-DRAGON    	2-16   	0  	1  	1-3    	SWING      	SWING      	SWING      	BREATHE  
 4	CATOBLEPAS       	10-60  	1  	1  	1-6    	SWING      	SWING      	SWING      	SWING    
 4	COCKATRICE       	5-40   	4  	1  	1-3    	SWING      	SWING      	SWING      	STONE    
 4	GIANT SPIDER     	5-40   	4  	2  	1-4    	SWING      	SWING      	SWING      	POISON   
 4	LAMIA            	15-75  	3  	1  	1-4    	SWING      	SWING      	SWING      	SWING    
 4	MINOTAUR         	6-48   	0  	1  	1-12   	SWING      	SWING      	SWING      	SWING    
 4	OGRE MAGE        	5-40   	3  	1  	1-12   	SWING      	SWING      	HEAL       	LIGHTNING
 4	OWL BEAR         	5-40   	5  	2  	1-10   	SWING      	SWING      	SWING      	SWING    
 4	SIREN            	3-24   	5  	2  	1-4    	SWING      	SWING      	CHARM      	CHARM    
 4	WEREWOLF         	5-40   	4  	1  	1-12   	SWING      	SWING      	SWING      	POISON   
 4	ZOMBIE (U)       	4-32   	4  	1  	1-10   	SWING      	SWING      	POISON     	POISON   
 5	ANKHEG           	5-40   	2  	1  	1-6    	SWING      	SWING      	POISON     	PARALYSE 
 5	BASILISK         	5-40   	0  	1  	1-10   	SWING      	SWING      	SWING      	STONE    
 5	DISPLACER BEAST  	6-48   	4  	2  	1-6    	SWING      	SWING      	SWING      	SUMMON   
 5	GIANT SLUG       	12-96  	8  	1  	1-12   	SWING      	SWING      	SWING      	SWING    
 5	HELL HOUND       	6-48   	4  	1  	1-6    	SWING      	SWING      	SWING      	BREATHE  
 5	MANTICORE        	6-48   	4  	6  	1-6    	SWING      	SWING      	SWING      	SWING    
 5	MEDUSA           	6-48   	3  	1  	1-4    	SWING      	SWING      	STONE      	STONE    
 5	OTYUGH           	7-56   	3  	3  	1-6    	SWING      	SWING      	SWING      	SWING    
 5	SUCCUBUS (D)     	6-48   	0  	2  	1-3    	SWING      	SWING      	SWING      	DRAIN    
 5	WEREBOAR         	8-64   	1  	1  	1-8    	SWING      	SWING      	SWING      	POISON   
 6	CHIMERA          	9-72   	2  	2  	1-6    	SWING      	SWING      	SWING      	BREATHE  
 6	ETTIN            	10-80  	-1 	2  	1-10   	SWING      	SWING      	SWING      	SWING    
 6	GORGON           	8-64   	0  	2  	1-6    	SWING      	SWING      	SWING      	STONE    
 6	HILL GIANT       	9-72   	1  	1  	1-20   	SWING      	SWING      	SWING      	SWING    
 6	LAMMASU          	8-64   	0  	2  	1-12   	SWING      	SWING      	SWING      	SWING    
 6	LURKER ABOVE     	10-80  	4  	1  	1-6    	SWING      	SWING      	SWING      	DESTROY  
 6	MUMMY (U)        	6-48   	1  	1  	1-12   	SWING      	POISON     	POISON     	DRAIN    
 6	NEO-OTYUGH       	9-72   	0  	2  	1-12   	SWING      	SWING      	SWING      	SWING    
 6	SU-MONSTER       	12-96  	2  	2  	1-12   	SWING      	SWING      	SWING      	SWING    
 6	WERETIGER        	10-80  	0  	2  	1-10   	SWING      	SWING      	SWING      	POISON   
 7	AIR ELEMENTAL    	16-128 	2  	2  	1-10   	SWING      	SWING      	SWING      	SUMMON   
 7	CLAY GOLEM       	10-80  	2  	3  	1-10   	SWING      	SWING      	SWING      	SUMMON   
 7	HYDRA            	8-64   	4  	8  	1-8    	SWING      	SWING      	SWING      	SWING    
 7	RAKHASA (D)      	7-56   	-15	2  	1-15   	SWING      	SWING      	SWING      	SWING    
 7	SHAMBLING MOUND  	8-64   	-1 	4  	1-8    	SWING      	SWING      	SWING      	DESTROY  
 7	SPECTRE (U)      	10-80  	2  	1  	1-8    	SWING      	SWING      	DRAIN      	DRAIN    
 7	STONE GIANT      	12-96  	-1 	2  	1-12   	SWING      	SWING      	SWING      	SWING    
 7	STONE GOLEM      	12-96  	-2 	3  	1-8    	SWING      	SWING      	SWING      	SUMMON   
 7	TROLL            	10-80  	2  	3  	1-10   	SWING      	SWING      	SWING      	HEAL     
 7	WIGHT (U)        	10-80  	2  	1  	1-10   	SWING      	SWING      	LIGHTNING  	DRAIN    
 8	BLACK DRAGON     	15-120 	-11	2  	1-15   	SWING      	SWING      	SWING      	BREATHE  
 8	DRAGONNE         	18-144 	0  	2  	1-10   	SWING      	SWING      	SWING      	BREATHE  
 8	EARTH ELEMENTAL  	16-128 	2  	4  	1-8    	SWING      	SWING      	SWING      	SUMMON   
 8	FIRE ELEMENTAL   	16-128 	2  	3  	1-8    	SWING      	SWING      	SWING      	SUMMON   
 8	IRON GOLEM       	16-128 	-4 	4  	1-10   	SWING      	SWING      	SWING      	SUMMON   
 8	MARILITH (D)     	8-88   	-8 	8  	1-8    	SWING      	DEATH      	DEATH      	DEATH    
 8	WATER ELEMENTAL  	16-128 	2  	3  	1-8    	SWING      	SWING      	SWING      	SUMMON   
 8	WEREBEAR         	15-120 	0  	2  	1-10   	SWING      	SWING      	POISON     	POISON   
 8	WHITE DRAGON     	12-96  	-9 	2  	1-10   	SWING      	SWING      	SWING      	BREATHE  
 8	WRAITH (U)       	15-120 	0  	2  	1-15   	SWING      	SWING      	SUMMON     	DEATH    
 9	BEHOLDER         	32-288 	-8 	2  	1-8    	SWING      	LIGHTNING  	PARALYSE   	DEATH    
 9	BERZERKER        	25-250 	-10	3  	1-15   	SWING      	SWING      	SWING      	SWING    
 9	GHOST (U)        	18-144 	-1 	2  	1-15   	SWING      	DRAIN      	DRAIN      	DRAIN    
 9	GREEN DRAGON     	22-220 	-13	1  	1-15   	SWING      	SWING      	LIGHTNING  	BREATHE  
 9	LICH (U)         	26-208 	-4 	3  	1-10   	SWING      	LIGHTNING  	SUMMON     	DEATH    
 9	PURPLE WORM      	30-450 	3  	4  	1-10   	SWING      	SWING      	SWING      	DESTROY  
 9	RED DRAGON       	25-200 	-12	2  	1-12   	SWING      	SWING      	LIGHTNING  	BREATHE  
 9	SILVER DRAGON    	20-200 	-14	2  	1-10   	SWING      	SWING      	LIGHTNING  	BREATHE  
 9	WYVERN           	20-200 	-2 	3  	1-15   	SWING      	SWING      	LIGHTNING  	LIGHTNING
 9	YEENOGHU (D)     	20-160 	-5 	1  	1-18   	SWING      	PARALYSE   	PARALYSE   	DEATH    
10	ASMODEUS         	35-280 	-10	4  	1-15   	SWING      	PARALYSE   	DEATH      	DEATH    
10	BALRON (D)       	36-432 	-2 	1  	1-13   	SWING      	DEATH      	DESTROY    	DRAIN    
10	DEMOGORGON (D)   	40-400 	-15	3  	1-30   	SWING      	SUMMON     	DEATH      	DRAIN    
10	ERINYES (D)      	25-150 	-20	2  	1-8    	SWING      	STONE      	STONE      	STONE    
10	FIRE GIANT       	25-300 	-12	2  	1-30   	SWING      	PARALYSE   	BREATHE    	DEATH    
10	GOLD DRAGON      	25-250 	-15	2  	1-25   	SWING      	LIGHTNING  	BREATHE    	BREATHE  
10	ORCUS (D)        	30-300 	-9 	3  	1-20   	SWING      	LIGHTNING  	PARALYSE   	DEATH    
10	STORM GIANT      	30-300 	-16	2  	1-40   	SWING      	LIGHTNING  	DEATH      	DEATH    
10	TITAN            	50-500 	-10	4  	1-40   	SWING      	HEAL       	PARALYSE   	DEATH    
10	VAMPIRE (U)      	30-240 	-6 	3  	1-20   	SWING      	CHARM      	DRAIN      	DRAIN    
Each of these will have their own unique monster portrait (100 of them in total).
Last edited by Ghislain on Sun May 12, 2013 9:21 am, edited 5 times in total.
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Kweepa
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Post by Kweepa »

Wow!
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Ghislain
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Post by Ghislain »

Kweepa wrote:Wow!
I foresee this game to take up close to an entire disk side.

I've now completed 40% of the monster graphic 64x64 pixel images. Once this is completed, I'll start working on the combat module.

For those interested, I've uploaded another demo:

https://sites.google.com/site/gdbsite50 ... ects=0&d=1

You can now see stairs, and read some of the pop-up text messages, find the yellow key to open the yellow door, as well as the teleporter zapping you to another location.
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Ghislain
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Post by Ghislain »

Quick update: 70% of the monster graphics are now completed.

Hopefully I haven't forgotten my own program code while I've been focusing on the monster graphics these past few days.
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Ghislain
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Post by Ghislain »

I just finished making the rest of the 64x64 pixel monster portraits.

Image

When I was young, I loved to page through the D&D monster manual and wondered what it would be like to see them in a Wizardry-style RPG game.
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Post by darkatx »

Impressive!
Learning all the time... :)
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Post by malcontent »

Ghislain wrote:Hopefully I haven't forgotten my own program code while I've been focusing on the monster graphics these past few days.
That's the worst feeling, staring at code you wrote and haven't seen in a while, and being like "What the heck does this do again?"
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Ghislain
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Post by Ghislain »

Thanks all. I'm still working on this game on most days, doing a little bit at time.

I tried to see if POKEing the party BASIC variables into RAM before loading a different module would save time. It took 10 seconds compared to the 6 seconds or so to write to disk. I think that writing and then reading from a save temp file will have to be a necessary evil for the modular concept of the game engine that uses BASIC. 16K RAM owners will find the game a bit lagging as the game loads the combat module when they're in the dungeon. Those who have at least 24K of RAM will find the gameplay a lot faster in that respect because the dungeon and combat modules will share the same program listing.

As I alluded to before, Realms of Quest IV will have 16K as a minimum requirement and 24K being the recommended requirement.

In hindsight, I probably should have designed this in ML from the outset. A lot of the ML stuff I thought I had forgotten from writing RQ3 had quickly come back, and it's much easier to edit an ML program written on a text file on a PC than to edit a BASIC program listing from an emulator. I have to periodically output the program listing to a text file from time to time to make sure I don't have the same routine programmed twice in disparate sections of the listing.

In spite of that, I'll continue writing the game as I have been doing so far (mostly BASIC with embedded ML routines). I have a good template for any possible follow-up games in the series. If Realms V ever gets made, then I'll convert the Realms IV BASIC program listings into ML.

I've begun working on the combat module. I also programmed ML routines that can dynamically load the monster portrait images into the memory locations that I choose. Since combat will allow up to 3 groups of monsters, then I want them all stored separately in their own memory slots where they get displayed when appropriate.
"A slave is one who waits for someone to come and free him." -- Ezra Pound
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