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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: JamesV on February 10, 2015, 05:50:56 am

Title: Zargul (TI-84+CSE)
Post by: JamesV on February 10, 2015, 05:50:56 am
Here's a short screenshot of something I've started messing about with on the TI-84+CSE. It's a block-by-block pseudo 3D engine (facing either east/north/west/south).
 
It's still very early stages - I haven't finished drawing some of the distant wall tiles, and I've still got to do proper textured tiles for the walls. However the screenshot shows some basic rendering and navigation (the values shown at the bottom are x,y,direction).
 
The intention is to create a game similar to Eye of the Beholder (originally for Amiga/PC), although it won't be an exact clone. The player would control a party comprising of 4 heroes, each with their own class (warrior, priest, ranger, thief, etc.)
 
At this stage it's on the TI-84+CSE, but it will probably be for the newer "CE" (and possibly the "CSE" as well if speed permits).

(http://imagizer.imageshack.us/a/img538/729/fYFGpH.gif)
Title: Re: Untitled 84+CSE/CE project
Post by: Sorunome on February 10, 2015, 05:51:42 am
I doubt speed will permit for the CSE :P
Anyways, it's looking nice so far! ^.^
Title: Re: Untitled 84+CSE/CE project
Post by: JamesV on February 10, 2015, 06:10:44 am
I doubt speed will permit for the CSE :P
Anyways, it's looking nice so far! ^.^
Heh yeah it might become an issue later on, we'll see. I'll get the textures drawn properly soon (the engine is already drawing textures but they're just plain, so this won't affect the speed) and that will make a great visual improvement. I'll post more screenshots as it develops :)
Title: Re: Untitled 84+CSE/CE project
Post by: ben_g on February 10, 2015, 04:01:22 pm
That looks like some BASIC 'raycasters' I've seen before on the b&w 83+ series. It looks really cool.
Title: Re: Untitled 84+CSE/CE project
Post by: JamesV on February 11, 2015, 07:26:44 pm
That looks like some BASIC 'raycasters' I've seen before on the b&w 83+ series. It looks really cool.
Haha yes it does at the moment. Thanks! I'll hopefully have an update in the next day or so with proper wall textures :)
Title: Re: Untitled 84+CSE/CE project
Post by: JamesV on February 13, 2015, 08:20:59 am
Bit of an update - I've spent the last couple of days converting some of the original EOB wall textures, as well as putting in basic ceiling/far distance/floor.

(http://imageshack.com/a/img631/1218/Bz5ttL.gif)
Title: Re: Untitled 84+CSE/CE project
Post by: Sorunome on February 13, 2015, 09:29:12 am
Maybe give the floor and the ceiling textures, too? :P
Title: Re: Untitled 84+CSE/CE project
Post by: JamesV on February 13, 2015, 11:43:36 pm
Maybe give the floor and the ceiling textures, too? :P
Heh yep bit by bit! Today I wrote a quick map editor, added in the ceiling and floor textures and implemented side sliding/strafing.

(http://imageshack.com/a/img537/9914/nCKEAF.png)  (http://imageshack.com/a/img661/9180/KsVvVg.gif)

The textures still need some work - I want to use alternating ceiling/floors as you move around so that they don't stay static. Decisions like this will all come back to how many ROM pages I want to chew up with textures...
Title: Re: Untitled 84+CSE/CE project
Post by: Sorunome on February 14, 2015, 03:37:49 am
It's looking kinda weird IMHO as the floor and the ceiling textures are static <.<
Title: Re: Untitled 84+CSE/CE project
Post by: JamesV on February 14, 2015, 07:06:53 pm
It's looking kinda weird IMHO as the floor and the ceiling textures are static <.<
Yeah definitely, as I said in my post after the screenshots I want to have alternating ceiling/floor textures (as EoB had). I've resigned myself to the fact that if I continue with making this into a game that it will be many ROM pages, as I'd want to use different wall texture sets every few levels as well. I'm storing the textures uncompressed so that they render as quick as possible too :)
Title: Re: Untitled 84+CSE/CE project
Post by: chickendude on February 17, 2015, 06:39:43 am
The ceiling textures staying static does look a bit odd, but it still looks really pretty. Alternating textures would definitely look even nicer, though.

Also, i really like the idea behind this game. I think i played a similar game years ago, an old pseudo-3D RPG written in QBASIC called Legend of Lith. These types of games amazed me back then, it'd be really cool to see something similar for the TI calcs :)

EDIT: Also, would it not be possible to decompress the textures into RAM when you load a level? I'm not sure how big the textures actually are (or how well they'd compress), but it might be worth looking into if you've got enough RAM (_InsertMem) for it. That way you could store them compressed and it'd just take a split second to decompress them when you load a level.
Title: Re: Untitled 84+CSE/CE project
Post by: JamesV on February 17, 2015, 02:05:47 pm
The ceiling textures staying static does look a bit odd, but it still looks really pretty. Alternating textures would definitely look even nicer, though.

Also, i really like the idea behind this game. I think i played a similar game years ago, an old pseudo-3D RPG written in QBASIC called Legend of Lith. These types of games amazed me back then, it'd be really cool to see something similar for the TI calcs :)

EDIT: Also, would it not be possible to decompress the textures into RAM when you load a level? I'm not sure how big the textures actually are (or how well they'd compress), but it might be worth looking into if you've got enough RAM (_InsertMem) for it. That way you could store them compressed and it'd just take a split second to decompress them when you load a level.
Thanks! Yeah I'll be doing the alternating floor/ceiling textures once I get around to ripping them from EoB.

Technically it would be possible. In uncompressed form, a full set of wall textures (excluding ceiling/floor) takes about 12.1KB. Each map/level is 32x32 blocks, so I'll also need at least 1024 bytes for the current level to be loaded to. If people were happy with having their RAM mostly clear during game execution then I could certainly compress a bunch of textures :)

I'll look at that kind of stuff (compression, etc.) later on anyways, atm I'm working more on movement, the game screen, etc.
Title: Re: Untitled 84+CSE/CE project
Post by: JamesV on February 19, 2015, 08:31:57 pm
The last few days have been spent playing around with how the character display will look, as well as the full inventory screen, etc. Once I've finalised these I'll get them into the game and pop up some more screenies :)

I've got a bit of storyline coming together as well. Whilst I don't want to bog down the gameplay with massive amounts of text every few minutes, I'm currently thinking there will be bits of exposition during the game, whether it's via scrolls or something that are collected along the way, or from NPCs, etc.
Title: Re: Zargul (TI-84+CSE)
Post by: JamesV on February 26, 2015, 05:10:59 am
I've finally put the character panels & inventory screen in-game, although they're not fully populated as yet. Anyhow, here's a recent screenshot:

(http://imageshack.com/a/img537/8342/ReR9Dd.gif)
Title: Re: Zargul (TI-84+CSE)
Post by: zeldaking on February 28, 2015, 12:32:16 am
James, this reminds me of a game called Dreadhalls for the oculus rift (and possibly other platforms?).
The semi-eery hallways etc. That would definitely be cool if you made it similar. That game is hella scary and hard.
Title: Re: Zargul (TI-84+CSE)
Post by: AssemblyBandit on May 09, 2015, 11:07:42 am
Awesome as usual James!
Title: Re: Zargul (TI-84+CSE)
Post by: JamesV on July 10, 2016, 09:26:23 pm
It's been a while since I've touched this project, but over the weekend I had a bit of a look through things and started work on porting over what I'd done to the TI-84+CE, which is the calculator I'd eventually like to release this on.

Also, whilst coding is a higher priority at this early point in development, story line elements have been brewing in my head a little bit (which was actually my motivation for opening up the project folder again).

Hopefully I'll have something running on the CE later this week. My coding time is limited but I'll make the most of it :)
Title: Re: Zargul (TI-84+CSE)
Post by: JamesV on July 15, 2016, 07:43:05 am

Here is the beginning of it working on the TI-84+CE. It definitely looks much nicer with buffering / no flickering!


(http://imageshack.com/a/img923/6044/gRiBvX.gif)
Title: Re: Zargul (TI-84+CSE)
Post by: chickendude on July 16, 2016, 01:59:10 am
It definitely looks much nicer on the CE :D

I think a little map underneath (that rotated along with you to show which direction you were facing) would look great, too.
Title: Re: Zargul (TI-84+CSE)
Post by: JamesV on July 17, 2016, 08:42:15 am
It definitely looks much nicer on the CE :D

I think a little map underneath (that rotated along with you to show which direction you were facing) would look great, too.
The original Eye of the Beholder had a compass that rotates as you're walking around, to indicate what direction you're facing. I'll most likely be including the same thing. As for mapping, in the original game it was left to the player to jot their own map out on paper as they played. However, I intend to have an in-game map that populates as you explore each level :)
Title: Re: Zargul (TI-84+CSE)
Post by: JamesV on July 18, 2016, 07:05:02 am

I've added in alternating floor/ceiling/wall tiles, so things look less static now. Also put in the blank character panels back in :)


(http://imageshack.com/a/img923/4863/6YdfDj.gif)
Title: Re: Zargul (TI-84+CSE)
Post by: chickendude on August 09, 2016, 07:44:26 am
It's a simple effect but it definitely looks a lot better. The ceiling really stuck out in the previous screenshots.
Title: Re: Zargul (TI-84+CSE)
Post by: Eeems on August 12, 2016, 08:22:28 pm
Wow, that looks way better. Interesting how subtle things like that can really make things look better.