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Topics - theloon

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Programming / Is this Rogue-like?
« on: March 13, 2013, 04:33:34 AM »
I need a sanity check.  Not sure if I'll be able to fit it into the 7DRL.  I'd like to know if enthusiasts would consider this a "Rogue-like".  The platform would be Atari 2600.

The player starts in the middle of a field.  Somewhere hidden within a 256x256 sector grid resides Moloch which you must defeat in order to attain the Amulet of Yendor.  Movement between sectors reduces health.  The player may encounter territorial monsters in certain sectors.  Gold can be found by spelunking in dungeons found in certain sectors.  Gold can be brought to sectors with markets to purchase healing, weapon and defense upgrades.  After the player has found Molochs lair and properly augmented himself he has a chance of defeating said boss and winning the game.

Any thoughts?  Thanks in advance!

Programming / Importance of persistence
« on: August 21, 2012, 04:27:16 PM »
I have an Atari 2600 Rogue-like project.  I'm heavily using procedural and or pseudo random techniques for my dungeons.  Right now I have each item persistent all through the dungeon and levels until the player picks it up.  Then EVERY other instance of that item in every level of the dungeon changes location.

Most PC Rogue-likes probably expect things can be moved around and remain stationary.  On the Atari 2600 I have 26 8-bit variables to use for the ENTIRE game.  I just don't see how to store item location information like on a PC.

Is my compromise above enough?  How strong is persistence for a Rogue-like?

Programming / Atari 2600 Rogue-like: What's it like?
« on: June 22, 2012, 04:59:03 AM »
I already asked this question to the AtariAge side of things.  here's the same question posed to Rogue-like fans.

I've started a Rogue-like for the Atari 2600 here:
Please note you MUST press FIRE to get past the blank screen when you launch this game!

Not much more than random screens and a random rings dropped in different parts of the dungeon.  Once an item is grabbed ALL the rest of that type of item warp to other places in the dungeon.  Each floor is 256 screens big and the dungeon has 256 levels.  Each room has a secret alternative layout that appears infrequently to prevent getting the player permanently trapped.  The castle is the players home base.  Other ruined castles exist on other floors but are decoration only.

What is a Rogue-like?  What parts of its essence fit the Atari 2600?  What I remember about playing Rogue is:

* You must kill a boss and then come back up to the first level of the dungeon.
* Potions, rings, weapons and armor.  Spell scrolls too, I think.
* Stupid, annoying (in my opinion) perma death and starvation.
* Monsters to wear you down.

As a side I wonder how many other people have attempted a Rogue-like for the Atari 2600?

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