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Messages - Phero

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61
Introduce Yourself! / Mandatory Introduction
« on: March 19, 2012, 12:53:33 pm »
Just popping in to formally introduce myself. I'm this guy: http://www.ticalc.org/about/staff/ryanb.html

I'm working on this roguelike: http://ourl.ca/15574

I like graphing calculators.

62
TI Z80 / Re: Chambers
« on: March 19, 2012, 12:21:07 pm »
At this point, I don't think that I'm going to add any of those types of stats. I am modelling that part of the game on Brogue, an absolutely astounding roguelike: https://sites.google.com/site/broguegame/

In this game, strength is really your only stat that you have to worry about. I'm doing this for two reasons. One is that I want this to be a bit of a coffeebreak roguelike, such that it is streamlined and conducive to a series of fast, brutal playthroughs in short amounts of time. Secondly, I simply don't have the ambition to deal with implementing systems for all of the stats right now. Strength in Chambers is based exclusively on your level. The only three relevant stats to your character are HP, strength, and Experience points, which can only be gained from killing monsters.

63
TI Z80 / Chambers [Completed]
« on: March 19, 2012, 12:11:04 pm »
So, my favorite genre is roguelikes. For years, I've been pretty disdainful of the lack of this type of game on the 83/84+ series. Finally, I decided to just make my own.

I'm about 60% done with it. I coded the engine over about 2 days, and now I'm just doing a ton of stats tweaking and adding monsters, items, etc.



I'm keeping the storyline under wraps for now, but the basic premise is that you can only go forward.

Some quick notes:
I'm doing the project with Axe.
I'm using Crabcake.
I used a slightly modded version of Builderboy's flame routine for the holybomb animation.
I've already changed how some of the items work since this screenshot. I have one more item that I currently intend to implement, with maybe others if they improve the gameplay without breaking the game. Getting the stats just right for a difficult but still beatable roguelike is incredibly tedious.
My main overhaul that I need to do is start adding a ton of text for events and (maybe) some special events, rooms, etc. too. Those are a big maybe at this point.
Yes, the walls are supposed to get weirder as you get deeper into the game.

I am in deep need of help for character design. If anyone wants to volunteer (for credit when the game is released, of course) to design a big bunch of 6x7 px sprites for monsters, that would be wonderful.

64
TI Z80 / Re: GeoCore - (Formerly YAZP)
« on: March 05, 2012, 10:09:41 pm »
Wow, this is super impressive looking. I can't wait to see it completed!

65
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: June 17, 2011, 10:55:27 am »
I would absolutely love to see this project come to fruition.

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