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Showing results for tags 'crpg'.
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Well I didn't quite make Christmas... But I did get it done in 2020! Realms of Antiquity: The Shattered Crown is now released! Digital edition is available immediately, collector's editions are in pre-order and will ship late January/early February. I've put together a website for it here, you'll find links to the store to purchase it on the product page: http://quixotic.adamantyr.com/ If you have questions, check the FAQ on my website for answers, and post here if you can't find what you need. I'll update the FAQ accordingly! Excelsior! Time to see how long before I have to release a new build...
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The 6502 Workshop team is thrilled to announce that 8-bit RPG Nox Archaist has been released! Journey with us back in time to the 1980s an experience an adventure inspired by classics like Ultima and Bard's Tale. Lord British himself has traveled to Vali, the world of Nox Archaist, to help thee on thy quest! Game Trailer https://youtu.be/zeMIDv7xYr0 We would love to put a collector's edition box in your hands, featuring cover art by Denis Loubet, or set you up with the Digital Edition. Collector's edition includes: *Game box with full color art *Printed manual (cover painting by Denis Loubet) *Cloth map *Coin of the Realm *More! Available to order now!
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Hey all. With help from friends from the ST community I have put most of the source code of Albion, the roleplaying game developed by Thalion Software back in 1991/1992, on GitHub. This only includes the run-time, written in 68K assembly by me, not the editors, written in GFA Basic by Karsten Koeper. It's reasonably well-documented, and includes lots of lyrics from Yes, my favorite band at the time, because that is a thing I did back then.
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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
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I'm replaying the original Wizardry games - this time via the Llylgamyn saga version released for the Super Famicom. Having a surprising amount of fun, I never really had the patience as a kid to play the games "properly." It has the nice graphics and music of the NES versions (upgraded to kind of 16-bit) and the Dumapic spell works as an automap rather than just giving coordinates (once I refill my mechanical pencil, I hope to not rely on it as much.) It includes the original trilogy of games although I'm not sure how transferring characters works (the NES version of Wizardry Knight of Diamonds was rebalanced towards starting at level 1 rather than requiring an imported party from Proving Grounds of the Mad Overlord - don't know if that still is true here, but it has some kind of data transfer functionality in it.) When people say it's the best way to replay the original trilogy (if you don't demand the authenticity of the Apple II version, that is) they're not kidding. For those who remember tips for the game, one of my fighters just reached the attributes necessary to switch to samurai. Is this something I want to do immediately or let them grind out fighter levels for a while still? I know my spellcasters I want to let build up a healthy reservoir of spells known before switching, but my melee types?
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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
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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?
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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!