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I'm calling this one done and at version 1.0! Unless someone finds a major bug. The spiritual sequel and final installment of the Wizard's series published by long-gone-but-not-forgotten Rainbow software, Wizard's Doom is a new 3D dungeon game written in TI Extended BASIC with assembly language assistance. Features include: Three different character classes to play Procedurally generated dungeons for infinite replay Two dozen different monsters with varying characteristics and abilities Six dozen different items to find including weapons, armor, scrolls, potions, rings, and much more Save and load game feature Full manual in PDF format I also have a very limited print run of paper copies of the manual! If you want to acquire one, I will be happy to ship one to you at the cost of postage. (About $3 for U.S. domestic) Please private message me if interested! Only while supplies last! Wizard's Doom 1.0.1: WizardsDoom.zip
The ULTIMA series consisted of 9 main games released from 1981 to 1999 and was an extremely influential Computer RPG series that is still remembered fondly today. Metal Jesus & Carlos cover the 3 Ages or Trilogies as well as some of the side games and even the MMORPG. It’s a fun trip down memory lane as we reminisce about why the Ultima series was one of our all-time favorites! Anybody else excited for the upcoming reboot: Shroud of the Avatar by Richard Garriott?
I've got almost the entire Mines of Moria rogue-like game ported to the Atari, using VBXE and an Atarimax Flash 8Mbit cartridge. The only gameplay thing left to port is the "look" command. I will be adding joystick control, and a few other cosmetic things, and I will look into prerendering some levels and depacking from cartridge, as the random level generation is still around 30 seconds per level. I would appreciate any testing and bug reports though! Especially when it comes to the various spells, prayers, wands, staffs and potions and monsters. '?' brings up the help screen. CTRL-W enters wizard mode, which lets you cheat. CTRL-directions work in Altirra too, so you can use your direction keys (for up, down, right and left anyway.) A good page for Moria information: http://beej.us/moria/ The cart image is an Atarimax 8Mbit old style banking (cart 42 in Altirra). You need VBXE. The current colors are set for PAL. A couple of questions: What about colors of objects? I have some objects colored white and some blue. I couldn't decide whether to color all objects blue or white... monsters are currently red, which I think works fine. In some of the inventory screens there is a solid line below the inventory listing and in some there isn't. Which looks better? I restored some of the things I had initially changed (the history of messages are at 20 now), but monster recall/memories are currently not implemented. They will take a lot of memory and further cartridge banking, which may slow the game a bit. Are they important to the game play or not? (old moria players this question is for you.) Any questions or comments welcome. AtariMoria_55_alpha2.bin
Hi all, So I'm slaving away writing up as much CRPG code as I can... I want to try and get at least an implementation of ALL the game logic done so I can debug and fix and start really focusing on completing the game's story and dungeons and actually try and GET THIS DONE ten years after I started! I have a small problem though to fix... So I have a saved game file, which contains the basic party and character data. However, this isn't enough to preserve the whole game. There are "mob files" associated with each set of maps, which need to be altered ON DISK during play. This will let me make sure treasure chests stay empty, people say different things after you've stopped the bad guy, and so forth. I'm doing this because the one major complaint I've heard with a lot of vintage CRPG's is the total lack of persistence in the world. This is understandable with the older technology, but I'd like to have mine be a much more dynamic experience than that. The problem though, is how to handle saved games. Most gamers are used to being able to just restore from the last save if they don't like what happened in the game, and get a do-over. Allowing for this, though, is going to be a huge strain on the game. In particular, I'll have to actually copy and create WORKING copies of each mob file (4k each) every time you load a saved game, only modify those, and then copy ALL of those records back to the main game files if you actually save the game. (Also, yeah, you'll need to have master copies of the files.) In assembly, this will be significant work. Effectively, I'm using a disk file to act as long-term memory storage. (And before you ask, no, I don't have space for this in CPU RAM anywhere.) So at start-up, it would need to load up the entire mob file and save each record back into the saved mob file. Each mob file is 2048 2-byte records, so it will take awhile to do this. I'd feel better about this if I could treat length-2 records as length 128 for reading/writing purposes, but I suspect this won't work at level 3 access. (I'll have to write some prototype code to test this out.) Then I started thinking... what if you COULDN'T restore a prior save? What if, too bad, you are going to just have to deal with things, no do-overs? So in this case, every time you did something that altered mob records, it auto-saves the game for you, and that's your new restore point. Would this work, or would players hate it? So I'm polling and seeing what people think about saved games in CRPG's! Looking forward to everyone's opinion on the subject!