Commodore 128 Alive!

Commodore 128 => Software => Gaming => Topic started by: judland on July 29, 2007, 02:24 PM

Title: Home-brew text adventure game
Post by: judland on July 29, 2007, 02:24 PM
Just recently, I put some space aside in the house and began to re-build my Commodore computer work/game centre.

After reading a few inspirational posts on the Lemon 64 forums, I've decided to try my hand at creating another text adventure game.  I made one during my last year in high-school and submitted it as my final term project.  Got pretty good marks for it, too.

Anyway, after twenty years, I thought that it would be fun to try and write another text adventure game for myself... but this time, making it a little more entertaining.

I decided that I'd like to try and incorporate some of the graphic capabilities of the 128, as it's easier to do hi-res in 128 BASIC, versus the 64 BASIC.

So, I'm reading up on the subject once again, trying to re-educate myself, as it has been about twenty years since my last attempt.

I'll post my results here, in case anyone is interested.  However, I'm not promising any miracles. ;)
Title: Home-brew text adventure game
Post by: RobertB on August 01, 2007, 01:08 PM
Quote from: judlandAnyway, after twenty years, I thought that it would be fun to try and write another text adventure game for myself... but this time, making it a little more entertaining.

I decided that I'd like to try and incorporate some of the graphic capabilities of the 128, as it's easier to do hi-res in 128 BASIC, versus the 64 BASIC.

So, I'm reading up on the subject once again, trying to re-educate myself, as it has been about twenty years since my last attempt.

I'll post my results here, in case anyone is interested.
Sounds good to me.  We need more C128 releases, after trying out the 80-column, side-scrolling, shooter game, Cloneimals, at CommVEx v3.  Cloneimals needs more refinement.

Back from CommVEx v3,
Robert Bernardo
Fresno Commodore User Group
http://videocam.net.au/fcug
Title: Home-brew text adventure game
Post by: Mangelore on August 01, 2007, 09:44 PM
Quote from: RobertBWe need more C128 releases, after trying out the 80-column, side-scrolling, shooter game, Cloneimals, at CommVEx v3.  Cloneimals needs more refinement.
I agree. Although it runs a treat when used with a SuperCPU128
Title: Home-brew text adventure game
Post by: hydrophilic on August 10, 2007, 02:35 AM
I'm interested to see what you create!

Can I ask how you plan to use graphics in the text adventure?
Title: Home-brew text adventure game
Post by: Blacklord on August 10, 2007, 05:45 AM
Quote from: Mangelore
Quote from: RobertBWe need more C128 releases, after trying out the 80-column, side-scrolling, shooter game, Cloneimals, at CommVEx v3.  Cloneimals needs more refinement.
I agree. Although it runs a treat when used with a SuperCPU128
Did you mortgage your first-born to buy it though ? I've never yet seen one "in the wild" here in Oz yet.

cheers,

Lance
Title: Home-brew text adventure game
Post by: judland on August 10, 2007, 09:43 AM
Quote from: hydrophilicI'm interested to see what you create!

Can I ask how you plan to use graphics in the text adventure?
Sure!

What I'm planning on doing is, when the player enters certain rooms or encounters monsters, I clear the screen and go into "split screen" mode.  In the top 2/3 I use the BASIC drawing commands to draw an image, and the bottom 1/3 I use to describe the scene and for user "what to do next" input.

I've got most of the game control modules programmed in and am working on the room descriptions now.  Next, I'll work on the drawing code and put it into the GOSUB routines.

I haven't tried this before, but it sounds logical to me and should work... I hope. ;)
Title: Home-brew text adventure game
Post by: 11001010 on August 10, 2007, 01:08 PM
Quote from: judland
Quote from: hydrophilicI'm interested to see what you create!

Can I ask how you plan to use graphics in the text adventure?
Sure!

What I'm planning on doing is, when the player enters certain rooms or encounters monsters, I clear the screen and go into "split screen" mode.  In the top 2/3 I use the BASIC drawing commands to draw an image, and the bottom 1/3 I use to describe the scene and for user "what to do next" input.
Here's an idea: write your game for two monitors... use the 80 column screen for text and display your graphics on the 40 column screen.  Maybe split the 40 column screen-- display graphics on the top half and use the bottom half as a 'status' window where you can display the player's inventory, health, etc.
Title: Home-brew text adventure game
Post by: airship on August 11, 2007, 12:56 PM
I love the idea of using both screens. I was always amazed that nobody (that I know of) used that INCREDIBLE feature of the C128 in a commercial game. How long after the C128 came out before anyone saw a dual screen on a PC or Mac? How many people use dual screens on their PCs today?
Title: Home-brew text adventure game
Post by: Pinacolada on August 14, 2007, 10:46 AM
Yeah, I used to have the dual-head setup, with a 40 and 80 column monitor. Nowadays I have a switchable monitor, an SR-3000.
Title: Home-brew text adventure game
Post by: judland on August 14, 2007, 12:06 PM
The dual screen sounds like a great idea.... but if I did that I wouldn't be able t o play my own game, as I don't have dual monitors for my 128 :(
Title: Home-brew text adventure game
Post by: hydrophilic on August 15, 2007, 12:59 PM
If you have VICE, you can develop the game with dual-screen support as an option.  Then one can play the game on a single monitor if that's all they got, which is probably most people.  At the same time, those with two monitors would really appreciate it.

That said, I would rather see you finish and release a game even if it is a single-monitor game.  Then if you felt like it, a dual-monitor version could be created later...

Looking forward to a new game whatever method you decide. :)
Title: Home-brew text adventure game
Post by: judland on August 16, 2007, 09:49 AM
I'm looking forward to getting it done, too.  Hit a bit of a roadblock with work.... as in having too much on my plate at the moment.  But I did have a couple of hours over the weekend, so it is progressing - although kind of slow.

However, summer is coming to an end and people at the office are starting to run out of holiday time.  So, I'm sure to see more spare time soon.  I do appreciate the enthusiasm from the group.  I just hope the expectation isn't too great.  This is the first time I've sat down to code in BASIC for at least17 years.  I'm a bit rusty. ;)

I'm doing all of this on the 128 (that is, not using an emulator).  I want that authentic feeling from beginning to end.
Title: Re: Home-brew text adventure game
Post by: Pinacolada on May 11, 2008, 04:56 PM
*bump* I sure like this "find new replies to old posts" feature...

How is progress, if any, coming along? :)

<fellow adventure game fanatic>
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