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Messages - theloon

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16
Programming / Re: Atari 2600 Rogue-like: What's it like?
« on: June 22, 2012, 07:42:40 PM »
  I just want to say you guys rock.  The advice so far has been crystal clear.  Much appreciate the links too.

  Sadly, looks like GFA Basic has BIG issues with the Firebee.  Seems like there's talk of a converter for GFA executables but, er, yeah.  When I bone up on C I might take another look at a Firebee port.

17
Programming / Re: Atari 2600 Rogue-like: What's it like?
« on: June 22, 2012, 04:52:59 PM »
Bookmarked and browsing!  Thanks again getter77!

Er, but, does anyone care to give me a sanity check?  I'm looking for what things I inherent to Rogue that are feasible on the Atari 2600.  This is what *I* think Rogue is about and seem possible on the 2600:

* Delve to the bottom of the dungeon, kill boss, reach home base on level 1.
* Can obtain armor,  weapons, potions, scrolls, rings and food.
* No save.  Starve if hungry too long.
* Fight random monsters.

Is this what Rogue boils down to?  If so, that's quite possible to achieve.

18
Programming / Re: Atari 2600 Rogue-like: What's it like?
« on: June 22, 2012, 01:18:15 PM »
Is there a good programming language to use on ACP?  In particular a BASIC dialect?  Or, at least an Atari ST BASIC that still works with ACP?

Thanks in advance!

19
Programming / Re: Atari 2600 Rogue-like: What's it like?
« on: June 22, 2012, 11:44:49 AM »
Thanks for the feedback!

Er, ACP Edition?

Is that what they call the Insane Clown Posse in Esperatonto land?

What in particular should I focus/expand on?

20
Programming / Re: No HP, minimal healing
« on: June 22, 2012, 05:21:37 AM »
I think Project Zomboid does the whole specific injury thing well.  That being said, I don't feel punishing the player is fun.  If the legs are damaged then the player should be subjected to some movement penalty.  Basically, punishing the end-user for a random dice roll that says the Xorn hit his legs.  Not fun.

21
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:
http://www.atariage.com/forums/topic/172686-destiny-wip/
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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