The Vicious Dead (jrpg)

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R'zo
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The Vicious Dead (jrpg)

Post by R'zo »

Title: The Vicious Dead
Current state: work in progress
Author: Ryan Liston
Genre: JRPG
Target: Vic 20 w/ 32k

Description : A horror themed turn based JRPG inspired by 80s horror films. Fight demonic creatures, collect artifacts, solve puzzles, explore and escape with your soul intact and your sanity in shreds.
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Re: The Vicious Dead (jrpg)

Post by R'zo »

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Re: The Vicious Dead (jrpg)

Post by Noizer »

R'zo wrote: Sat Nov 14, 2020 12:09 am
Looks very promising. One have to win against the tree to proceed to next cave, right?
Valid rule today as earlier: 1 Byte = 8 Bits
-._/classes instead of masses\_.-
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Re: The Vicious Dead (jrpg)

Post by malcontent »

Good spooky music and a nice atmosphere. I like that the monster looks like he's poking out of the frame. Gives it some depth.
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Re: The Vicious Dead (jrpg)

Post by R'zo »

Noizer wrote: Sat Nov 14, 2020 6:19 am
Looks very promising. One have to win against the tree to proceed to next cave, right?
The tree will just be a common world map enemy.
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Re: The Vicious Dead (jrpg)

Post by R'zo »

malcontent wrote: Sat Nov 14, 2020 10:07 am Good spooky music and a nice atmosphere. I like that the monster looks like he's poking out of the frame. Gives it some depth.
Thank you. This being horror themed atmosphere will be prime. This will mean that music and graphics as well as special effects will get a large amount of attention. Having a good storyline that draws you in and pulls you through the game will be very important as well.
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Re: The Vicious Dead (jrpg)

Post by prowlr »

Nice. Seems to hint at some Ash from Evil Dead themes, I like it. 'This is my boomstick!' :)
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Re: The Vicious Dead (jrpg)

Post by Vic20-Ian »

Are you influenced by Chaos by Julian Gollop on Spectrum or the derivative Arena by Cult Games on C64 (one of my favourites) ?

There was enchanted Mirkwood in those games that attacked the players.

Lots of ideas for creatures and undead characters to battle if that helps you develop your game.

Chaos Wiki
https://en.wikipedia.org/wiki/Chaos:_Th ... of_Wizards

Arena by Cult Games on C64
http://www.gamebase64.com/game.php?id=390&d=18&h=0

Vic20 Port with only text characters :-(
viewtopic.php?f=10&t=8430&p=93325&hilit ... aos#p93325
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Re: The Vicious Dead (jrpg)

Post by R'zo »

Vic20-Ian wrote: Mon Nov 16, 2020 3:12 am Are you influenced by Chaos by Julian Gollop on Spectrum or the derivative Arena by Cult Games on C64 (one of my favourites)... ?
I've played the vic port of chaos. I have thought about doing something along those lines. My main influences (in terms of the games that made me want to write games) are early JRPGs. Games along the lines of dragon quest and final fantasy.

As far as the look and story goes I am drawing influence from 80s b-horror films themed around accidentally raising demons and undead. I.e. evil dead, house and the gate. I plan on making most of the enemies parodies of monsters that you will find in those movies as well as others.

This will be a turn based jpeg filed with nice graphics, atmospheric music, creepy monsters, maps to explore, puzzles to solve, items to find and a well thought out story line to carry you through the game.
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Re: The Vicious Dead (jrpg)

Post by R'zo »

prowlr wrote: Sun Nov 15, 2020 5:30 pm Nice. Seems to hint at some Ash from Evil Dead themes, I like it. 'This is my boomstick!' :)
Shop smart.... :lol:
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Re: The Vicious Dead (jrpg)

Post by R'zo »

some enemy graphics...
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Re: The Vicious Dead (jrpg)

Post by R'zo »

This is a demo over world map that I have designed to test out the games engine as I build it. Many of the graphics have undergone minor changes. I am now using only for colors per area. These colors will be global between each area map and it's enemies. This will save a decent amount of load time as well as ram and disk space.

I have also made changes to the screen setup. The game will now only use 1 screen ram area. When an enemy battle occurs an area of the map will be saved to ram, the enemy graphics will be printed over the map for battle then after the battle the map area will be reprinted over the enemy graphic.

This demo map is currently 3*3 map screens. The final overworld map will be 6*6 with a equally as large cave map to parallel it.
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Re: The Vicious Dead (jrpg)

Post by R'zo »

here is the source code for the music format that i have settled on for the game.

Code: Select all

export init
export alenc
*=$2000

vocl=$900a
vocm=$900b
voch=$900c
vocv=$900e        
irqx=$eabf
        
n000    = $00
n001    = $08
n100    = $10
n101    = $18
n200    = $20
n201    = $28
n300    = $30
n301    = $38
n400    = $40
n401    = $48
n500    = $50
n501    = $58
n600    = $60
n601    = $68
n700    = $70
n701    = $78
n800    = $80
n801    = $88
n900    = $90
n901    = $98
na00    = $a0
na01    = $a8
nb00    = $b0
nb01    = $b8        

n010    = $00+1
n011    = $08+1
n110    = $10+1
n111    = $18+1
n210    = $20+1
n211    = $28+1
n310    = $30+1
n311    = $38+1
n410    = $40+1
n411    = $48+1
n510    = $50+1
n511    = $58+1
n610    = $60+1
n611    = $68+1
n710    = $70+1
n711    = $78+1
n810    = $80+1
n811    = $88+1
n910    = $90+1
n911    = $98+1
na10    = $a0+1
na11    = $a8+1
nb10    = $b0+1
nb11    = $b8+1        

n020    = $00+2
n021    = $08+2
n120    = $10+2
n121    = $18+2
n220    = $20+2
n221    = $28+2
n320    = $30+2
n321    = $38+2
n420    = $40+2
n421    = $48+2
n520    = $50+2
n521    = $58+2
n620    = $60+2
n621    = $68+2
n720    = $70+2
n721    = $78+2
n820    = $80+2
n821    = $88+2
n920    = $90+2
n921    = $98+2
na20    = $a0+2
na21    = $a8+2
nb20    = $b0+2
nb21    = $b8+2        

n030    = $00+3
n031    = $08+3
n130    = $10+3
n131    = $18+3
n230    = $20+3
n231    = $28+3
n330    = $30+3
n331    = $38+3
n430    = $40+3
n431    = $48+3
n530    = $50+3
n531    = $58+3 

n630    = $60+3
n631    = $68+3
n730    = $70+3
n731    = $78+3
n830    = $80+3
n831    = $88+3
n930    = $90+3
n931    = $98+3
na30    = $a0+3
na31    = $a8+3
nb30    = $b0+3
nb31    = $b8+3

n040    = $00+4
n041    = $08+4
n140    = $10+4
n141    = $18+4
n240    = $20+4
n241    = $28+4
n340    = $30+4
n341    = $38+4
n440    = $40+4
n441    = $48+4
n540    = $50+4
n541    = $58+4
n640    = $60+4
n641    = $68+4
n740    = $70+4
n741    = $78+4
n840    = $80+4
n841    = $88+4
n940    = $90+4
n941    = $98+4
na40    = $a0+4
na41    = $a8+4
nb40    = $b0+4
nb41    = $b8+4        



;sound design
;{note index}={oct}+({simitone}*8)+({note}*16
;       oct     semitone  note
;       000     0         0000
;       0-7     0-1       0-11
arang_l byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
        
arang_m byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00

arang_h byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00

arang_v byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00

;{note index}=n(note)(octave)(tone)

;c=0,c#=1,d=2,d#=3,e=4,f=5,f#=6,g=7,g#=8,a=9,a#=a,b=b
        ;                 
patrn_n byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$00
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$10
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$20
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$30
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$40
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$50
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$60
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$70
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$80
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$90
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$a0
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$b0
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$c0
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$d0
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$e0
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$f0
        
patrn_s byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$00    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$10
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$20    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$30
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$40
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$50
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$60   
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$70    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$80    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$90
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$a0    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$b0
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$c0
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$d0
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$e0   
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$f0
 
patrn_v byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$00    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$10
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$20    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$30
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$40
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$50
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$60   
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$70    
 
;n(note)(octave)(tone)

;c=0,c#=1,d=2,d#=3,e=4,f=5,f#=6,g=7,g#=8,a=9,a#=a,b=b
       
sound_n byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$00
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$10
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$20
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$30
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$40
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$50
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$60
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$70
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$80
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$90
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$a0
        byte    n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000,n000 ;$b0

sound_v byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$00    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$10
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$20    
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$30
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$40
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$50
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$60   
        byte    $00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00,$00 ;$70    

        
speed   byte    $00
sndlen  byte    $0f
patlen  byte    $0f
snglen  byte    $00
        
        
;player 1rq


;-counters

spdc    byte    $00
slenc   byte    $00
plenc   byte    $00
alenc   byte    $00

;-play control
;0=stop:1=play:2=restart
cntrl   byte    $01

;-buffer
buff_l   byte   $00


;-player controls
;-loops if stop  
start   lda     cntrl
        cmp     #$01
        beq     play_l
        cmp     #$02
        beq     rstart
        jmp     irqx

;-resets song settings and goes to play
rstart  lda     #$00
        ldx     #$00
rsloop  sta     spdc,x
        inx
        cpx     #$04
        bne     rsloop
        lda     #$01   
        sta     cntrl

;-player

;-gets arrangement data and store in buffer



play_l  ldy     alenc        
        
        lda     arang_v,y
        jsr     play_3  
        sta     vocv
        lda     arang_l,y
        jsr     play_2  
        sta     vocl        
        lda     arang_m,y
        jsr     play_2  
        sta     vocm    
        lda     arang_h,y
        jsr     play_2  
        sta     voch
        jmp     timers


play_2  clc
        adc     plenc
        
        tax
        lda     patrn_n,x
        sta     buff_l  
        
        lda     patrn_s,x
        clc
        adc     slenc
        tax

        lda     sound_n,x
        clc
        adc     buff_l
        tax
        lda     notbl,x
        rts  
         
play_3  clc
        adc     plenc
        tax
        lda     patrn_v,x
        clc
        adc     slenc   
        tax
        lda     sound_v,x
        sta     buff_l  
        lda     vocv    
        and     #$f0    
        clc
        adc     buff_l  
        rts
                
   
        ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;------------------
timers  ldx     #$00
timer   lda     spdc,x
        cmp     speed,x
        beq     trset
        inc     spdc,x
        jmp     irqx
trset   lda     #$00
        sta     spdc,x
        inx     
        cpx     #$04
        bne     timer

restrt  lda     #$02    ;loads accumulater with 2
        sta     cntrl  ;sets song play controls to restart
        jmp     irqx

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
          
; NOTE TABLE

;-tru int note table

;{note index}={oct}+({simitone}*8)+({note}*16
;       oct     semitone  note
;       000     0         0000
;       0-7     0-1       0-11

       ;oct     0,1  ,2  ,3  ,4,5,6,7
notbl   byte    0,255,191,223,0,0,0,0   ;c  
        byte    0,131,193,224,0,0,0,0   ;c+
        byte    0,134,195,225,0,0,0,0   ;c#
        byte    0,137,197,225,0,0,0,0   ;c#+
        byte    0,141,198,226,0,0,0,0   ;d
        byte    0,144,199,227,0,0,0,0   ;d+
        byte    0,147,201,228,0,0,0,0   ;d#
        byte    0,150,203,229,0,0,0,0   ;d#+
        byte    0,153,204,228,0,0,0,0   ;e
        byte    0,156,206,230,0,0,0,0   ;e+
        byte    0,159,207,231,0,0,0,0   ;f
        byte    0,162,208,231,0,0,0,0   ;f+
        byte    0,164,210,232,0,0,0,0   ;f#
        byte    0,167,211,233,0,0,0,0   ;f#+
        byte    0,170,212,234,0,0,0,0   ;g
        byte    0,172,213,234,0,0,0,0   ;g+
        byte    0,174,215,235,0,0,0,0   ;g#
        byte    0,176,216,235,0,0,0,0   ;g#+
        byte    0,179,217,236,0,0,0,0   ;a
        byte    0,181,218,236,0,0,0,0   ;a+
        byte    0,183,219,237,0,0,0,0   ;a#
        byte    0,185,220,238,0,0,0,0   ;a#+
        byte    0,187,221,239,0,0,0,0   ;b
        byte    0,189,222,238,0,0,0,0   ;b+


;-irq initializer
init    sei
        lda     #>start
        sta     $0315
        lda     #<start
        sta     $0314   
        ;cli from main program       
        rts
R'zo
I do not believe in obsolete...
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R'zo
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Re: The Vicious Dead (jrpg)

Post by R'zo »

Caves will be dark unless you have found a way to see in the dark. Here are demo pictures of the cavern screens dark and lit. Here are also my overworld and cave maps that I have designed to test the engine.
loff.PNG
lon.PNG
bmap.png
R'zo
I do not believe in obsolete...
malcontent
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Posts: 129
Joined: Sun Dec 26, 2010 1:51 pm

Re: The Vicious Dead (jrpg)

Post by malcontent »

It sort of looks like the cave is an underworld, and connects to different overworld entrances? That gives a very open feel, even when you block areas with "keys". How much will you depend on the RPG style to limit the player's exploration? That is, what is blocking exploration? Certain adventure style items? or players not being able to overcome areas until they are strong enough to overcome the monsters? I'm just gonna guess cause of the multiple weapon/attack levels, this will be mostly about getting the fire power to succeed.
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