Heaven/TQA, on Sun Feb 19, 2012 1:42 PM, said:
Pete... I can share Diablo-like engine, map generator and battle engine plus inventory plus upleveling code? ah... not to forget the item generator for more than 16384 different weapons and armors.
Heaven I am trying to send you a private message, but it says I cannot send it.
Goochman, on Mon Feb 20, 2012 8:32 AM, said:
Looks great from a color perspective. Maybe 1 or 2 fewer enemies to keep the flicker to a minimum
Initial thoughts on the engine were potential for Venture, Shamus, Lost Tomb(that pyramid game), and Rogue.
Since you have the room navigation element w/keys maybe you construct a story around needing to get through some fortress/castle/cave with rooms/puzzles/enemies that lead to some sort of boss type creature before moving to the next stage. Obviously final stage would have whomever you were looking to get rid of to capture whatever precious prize there is.
I am testing with 6 enemies to help optimize and debug the code. When I start building an actual game, I plan to have around 4. Maybe have the other available sprite represent an immobile item. The multiplexer rotates between 8 sprites, and which one it starts with is taken from the lower 3 bits of a clock that updates 1/60 (1/50Pal) per second. Right now I am putting together some routines that I can make several adventure like games. I am thinking about multiple boss creatures where you have to get multiple prizes.
I may do a random item placement setup where even after one solves the game, they can play the game with this option, but not know where things are. Similar to 2600 Adventure option 3. Have it set it up so like keys don't end up beyond the doors they have to unlock.