Asaki, on Fri Aug 19, 2011 8:21 AM, said:
I second the idea of having a map screen, I don't find it necessary to be able to see the entire map at once.
Well, the topic was "roguelikes" so I figured we were going for a "Rogue" feel. Hence, trying to get all the play data on one screen.
Asaki, on Fri Aug 19, 2011 8:21 AM, said:
we might even consider giving it a proper console look; a close-up view with graphical sprites instead of font characters.
If the object is to go full-on dungeon crawler with multi-party characters and such, yeah I agree. A fullscreen tactical view of each room (perhaps with an automap on a secondary screen) would be the way to go.
If I were apporaching the project, I think one of my big goals would be to get as much unrestricted loot and enemies in each room using minimal flicker.
I've thought about this a bit and mocked up a ROM with sample movement. In the attached binary, you alternately control a Warrior and a Wizard. When one is active, you will see a "Move Meter" at the bottom of the screen that gradually fills up as you make moves.
Once the Warrior's meter is filled, it's location is marked by a playfield brick, and it becomes the Wizard's turn (and vice-versa).
For expanding it to a game, I'm thinking that the GRP0 would always display the active player character (or active enemy character, during their own turns), with everything else represented by GRP1 or a pf brick. The flickering square in the top left corner could function as a cursor for spells, ranged attacks and other target-area actions. The bottom areas where the movement meter and the score are positioned could variably show different kinds of relevant game information (for instance, the score could probably function as an inventory that changes to show what the active character is carrying.)
DungeonRaiders.bas.bin 32K
27 downloads
Edited by jrok, Fri Aug 19, 2011 4:46 PM.