yllawwally Posted January 30, 2013 Share Posted January 30, 2013 The stats below are from the original game: Weapons (Each one had 3 modifiers, Cursed(Y/N),Damage Adjust,To Hit Adjust) Mace: Slash 2d4 Thrown 1d3 Long sword: Slash 3d4 Thrown 1d2 Bow: Slash 1d1 Thrown 1d1 Arrow: Slash 1d1 Thrown 2d3 Dagger: Slash 1d6 Thrown 1d4 Two Handed Sword: Slash 4d4 Thrown 1d2 Dart: Slash 1d1 Thrown 1d3 Crossbow: Slash 1d1 Thrown 1d1 Crossbow bolt: Slash 1d2 Thrown 2d5 Spear: Slash 2d3 Thrown 1d6 Armor (Each had 2 modifiers, Cursed(Y/N), Enhancement No Armor: Lvl 0 leather armor: Lvl 2 studded leather armor / ring mail: Lvl 3 scale mail: Lvl 4 chain mail: Lvl 5 banded mail / splint mail: Lvl 6 plate mail: Lvl 7 Traps trapdoor: Effect Fall to a more difficult level. bear trap: Effect Costs hit points, and it may take you a few moves to break free. sleeping gas trap: Effect You sleep for several moves arrow trap: Effect Costs hit points teleport trap: Effect Teleport to anywhere on the same level or another level poison dart trap: Effect Costs strength points weird trap: Effect Undefined trap Quote Link to comment Share on other sites More sharing options...
yllawwally Posted January 30, 2013 Share Posted January 30, 2013 The combat system was based on DND. It used Thac0, for hit determination. A random number from 1-20 minus the player Attack ability, if this number is below the creature armor you would hit it. A random number of 1, was always a hit, and a random number of 20, was always a miss. But they inverted the system for player armor. The higher the player armor the better. You simply need to take 10 and subtract the armor level. Such that the best armor plate mail would count as 10-7 = 3. Quote Link to comment Share on other sites More sharing options...
yllawwally Posted January 30, 2013 Share Posted January 30, 2013 I think scrolls shouldn't be combined with potions. Because of the identify scroll. Having this as a potion, takes out some strategy. Scrolls never directly hurt the player. So they were always safe to use before you know what they are. Potions can easily kill the player, and sometimes are best thrown at the monster. Staff and Wand (has number of charges, never cursed(but effect not always benificial)) -cancellation / Reveals invisible or disguised monsters -cold / ice -drain life / you are too weak to use it You used it when you had less than 2 hit points OR you have a tingling feeling You used it with no monsters around -fire / flame -haste monster / speeds monster up -light / the room is lit by a shimmering blue light OR the corridor glows and then fades you used a wand of light in a corridor OR you feel a warm glow around you You used a wand of light when blind -lightning / bolt of lightning -magic missile / The missile vanishes in a puff of smoke Only if the monster saved versus magic (see top of page) -polymorph / Turns monster into another monster (and not necessarily a monster that's easier to kill!) -slow monster / slows monster down -striking / does serious damage to monster (2d8 w/ +4 to hit, 5% chance of 3d8 w/+9 to hit) -teleport away / moves monster to a different room -teleport to / moves monster right next to you -vorpalized weapon the monster vanishes in a puff of smoke Used a vorpalized weapon on the correct monster (guaranteed kill) OR you hear a maniacal chuckle in the distance Used a vorpalized weapon on the wrong monster -nothing (used up) nothing happens -undefined what a bizarre schtick! Rings Ring type / Cost in food points (per turn) add strength / 1 adornment / 0 aggravate monster(Cursed) / 0 dexterity / 1-3 increase damage / 1-3 reduced damage(Cursed) / 1-3 maintain armor (protects from Aquator)/ 1 protection / 1 regeneration / 2 searching / 1-4 slow digestion adds 0-1 / (obv no food cost) stealth / 1 sustain strength (protect from rattlesnake)/ 1 Teleportation every 80 turns (Cursed)/ 1 Quote Link to comment Share on other sites More sharing options...
yllawwally Posted January 30, 2013 Share Posted January 30, 2013 Potions: potion of blindness(throw at monster) potion of confusion(throw at monster) potion of detect monster potion of detect things potion of extra healing potion of hallucination potion of haste self potion of healing Potion of increase strength potion of levitation potion of major healing potion of magic detection potion of paralysis(throw at monster) potion of poison(throw at monster) potion of raise level potion of restore strength potion of see invisible potion of nothing Scrolls: scroll of aggravate monster scroll of confuse monster scroll of create monster scroll of enchant armor scroll of enchant weapon scroll of hold monster scroll of identify scroll of magic mapping scroll of map food scroll of protect armor scroll of remove curse scroll of scare monster(if stood on you're invincible) scroll of sleep scroll of teleportation scroll of uncurse scroll of Vorpalize Weapon Scroll of Blank Paper Quote Link to comment Share on other sites More sharing options...
0078265317 Posted January 30, 2013 Share Posted January 30, 2013 Brilliant. Good thinking. But it could get pretty menu hairy at the point, don't you think? Shortcuts are always nice. The other option is that it doesn't necessarily have to be as ROBUST as the original. There's some fat you could trim. Especially in the way of items (rings, wands, food) Or dual fire stick. One buttons for commands and one button for the other stuff. Quote Link to comment Share on other sites More sharing options...
yllawwally Posted January 30, 2013 Share Posted January 30, 2013 I was originally thinking it needed two buttons. But if you attack by touching a monster. The button can be used for a menu. The original was always a pain for shooting bows, and doing other things, so it makes sense. How often are you using potions and scrolls. One more rule I forgot was about, is that you get a saving throw versus magic. roll a d20 and if it's less than your level the bad affect of magic doesn't damage you, this also works for the monsters. Quote Link to comment Share on other sites More sharing options...
Robot2600 Posted December 5, 2013 Share Posted December 5, 2013 I was playing one of the demos someone made in this thread the other day. It's still a cool concept. Gateway to Apshai on the Colecovision could be considered a roguelike as well. Obviously it was inspired my rogue, you grab treasure and head down the levels of the dungeon. I really enjoy Apshai. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted December 5, 2013 Share Posted December 5, 2013 My own rogue-like project Destiny is still a thing. It may turn out to be incorporated into a bigger RPG. It's the only game I've worked on with solid praise from Random Terrain Quote Link to comment Share on other sites More sharing options...
ScumSoft Posted December 6, 2013 Share Posted December 6, 2013 I was playing one of the demos someone made in this thread the other day. It's still a cool concept. Gateway to Apshai on the Colecovision could be considered a roguelike as well. Obviously it was inspired my rogue, you grab treasure and head down the levels of the dungeon. I really enjoy Apshai. I loved Temple of Apshai on my C64, I played it so much as a kid. When I was first getting started with 2600 programming, I sought to make a new ToA game and call it Tower of Tulgey a.k.a(Tower of Darkness). I still have my project folder when I was working on it, but I ran into and rediscovered fun complex display kernel stuff and got sidetracked. Still am sidetracked by it to be honest but hopefully once my new display kernel is done it will pave the way to finishing that recreation. Quote Link to comment Share on other sites More sharing options...
PFL Posted December 6, 2013 Share Posted December 6, 2013 Temple of Apshai started out on the Vic 20. That would be a good template for a Roguelike on the VCS. The Vic is pretty limited too and only has the one button but the game plays well and feels pretty roguelike if you ask me. Definitely a good frame of reference - the is, after all, a classic in it's own right. Quote Link to comment Share on other sites More sharing options...
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