Fun game idea
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- Kweepa
- Vic 20 Scientist
- Posts: 1316
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
Last set:
I also made a set from vintage VIC games (with a couple of Speccy sprites thrown in):
It was surprisingly hard to find decent 8x8 sprites. These were all I really liked from the screenshots on Arma's tape archive and the cartridge games listed on mobygames. How many do you recognise?
(Scaled to 3x2.)
I also made a set from vintage VIC games (with a couple of Speccy sprites thrown in):
It was surprisingly hard to find decent 8x8 sprites. These were all I really liked from the screenshots on Arma's tape archive and the cartridge games listed on mobygames. How many do you recognise?
(Scaled to 3x2.)
Those are cute! I recognize the Sword of Fargoal ones.
I love little 8x8 and 8x16 sprites or custom characters. That's one of the reasons I love colour Moria (CUMoria) for the Amiga so much.
I wonder if Moria, Rogue or Angband could ever run on a VIC. I realise there are already versions (of which Sword of Fargoal is one), but I mean a really complex version. I wonder how much RAM the original mainframes that ran Rogue had.
I love little 8x8 and 8x16 sprites or custom characters. That's one of the reasons I love colour Moria (CUMoria) for the Amiga so much.
I wonder if Moria, Rogue or Angband could ever run on a VIC. I realise there are already versions (of which Sword of Fargoal is one), but I mean a really complex version. I wonder how much RAM the original mainframes that ran Rogue had.
- Kweepa
- Vic 20 Scientist
- Posts: 1316
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
I've been working on a graphical update to Whack, based on the source code Aleksi released.
Before:
After:
I'm also:
Changing the keyboard controls away from the cursor keys which are awful on a real VIC (I think he used the cursors because they autorepeat without needing to POKE650,128).
Autodetecting PAL/NTSC.
Joystick support?
Preventing the player stepping on the stairs up from level 1 when you don't have the amulet.
Adding some sound.
Possibly adding some variety to the ground graphics.
You are dead/You have won messages.
Doing some other stuff? Suggestions? (Without changing gameplay.)
I may write another game in a similar vein using the same basic engine later, which would have gameplay "enhancements", a thematic change, etc.
Before:
After:
I'm also:
Changing the keyboard controls away from the cursor keys which are awful on a real VIC (I think he used the cursors because they autorepeat without needing to POKE650,128).
Autodetecting PAL/NTSC.
Joystick support?
Preventing the player stepping on the stairs up from level 1 when you don't have the amulet.
Adding some sound.
Possibly adding some variety to the ground graphics.
You are dead/You have won messages.
Doing some other stuff? Suggestions? (Without changing gameplay.)
I may write another game in a similar vein using the same basic engine later, which would have gameplay "enhancements", a thematic change, etc.
- Pedro Lambrini
- Vic 20 Scientist
- Posts: 1132
- Joined: Mon Dec 01, 2008 11:36 am
I love ASCII Roguelikes. I play DooM RL the most on PC and Whack on my 8-bits - it's amazing and really captures both genres really well IMHO.
I'm surprised there aren't more on the VIC. It seems to me to be the perfect fit for a machine lacking (by todays standards!) in the graphice front. I wish I could port some of the smaller ones myself...
As for the Whack remake that sounds really cool! I would love to see joystick support and lots of SFX. Also, how about a parallel release: One with your new graphics and one with the original ASCII?
So, do you have any ideas that you'd share for your future 'enhanced' game?
I'm surprised there aren't more on the VIC. It seems to me to be the perfect fit for a machine lacking (by todays standards!) in the graphice front. I wish I could port some of the smaller ones myself...
As for the Whack remake that sounds really cool! I would love to see joystick support and lots of SFX. Also, how about a parallel release: One with your new graphics and one with the original ASCII?
So, do you have any ideas that you'd share for your future 'enhanced' game?