Jump to content

TROGBlog

  • entries
    47
  • comments
    219
  • views
    125,211

Hunt the Wumpus v0.07


TROGDOR

1,652 views

htw07qh2.png

I smell a Wumpus.

 

 

Features:

htw06.asm 07/29/06

- Switched to 4LK, freeing up even more cycles in the kernel.

- Optimized ball display decoder.

- Integrated maze buffer preloader to prevent black line artifacts.

- Added clue display in GPR0, GPR1, M0, and M1.

 

htw07.asm 08/03/06

- Improved player-to-playfield collision handling to act more like "Adventure". Rather than always moving you back to your original position, you can slide along a surface using diagonal movement, which makes traversing the maze much easier.

- Added Wumpus and Pit placement routines.

- Added clue placement routine for Wumpus and Pit clues. This routine automatically traverses through tunnels to find all connecting rooms.

 

To Do:

- Expand Wumpus clues so they appear in all rooms that are within 1 or 2 rooms of the Wumpus.

- Add death detection (walking into room with Wumpus or Pit)

- Add the ability to shoot your arrow at the Wumpus, so you can actually win the game.

- Add death music and victory music.

- Add cut scenes for Wumpus death, Pit death, arrow shooting, and victory.

- Add title screen and music.

- Add check to prevent player from starting in a hazard room.

- Add clue display.

 

Known Issues:

- There is still one scanline of unwanted black lines at the top of the screen that I haven't cleared out yet, but the rest of the lines are gone.

- I didn't test the scanline count before uploading this, so it's possible that it doesn't add up to 262. I'll check that tonight.

 

Development Notes:

The game is now minimally playable. On reset, a fresh maze is generated, populated with 1 Wumpus and 2 pits, and clues are assigned for the 3 hazards. You won't die if you walk into a room with a Wumpus or a pit (yet). They'll just show up as clue markers. But this is enough for you to get a feel for what the game play is like. Try to figure out which rooms contain the Wumpus and the 2 pits, without going into those rooms.

 

For those of you who are not familiar with the original game, the green dots represent pools of slime, and are clues that one of the connecting rooms is a slime pit. The red dots represent pools of blood, and are clues that one of the connecting rooms contains the Wumpus' lair. The object of the game is to use the process of elimination and logical thinking to deduce which room contains the Wumpus, without going into said room.

 

I'm surprised at how little code was necessary to make this game. It only used about 1.5 K, and could be optimized smaller. With some work, a 1K version of this game might be possible. But I'm more interested in producing a 4K or 8K version that will have nice cut scenes.

 

I don't want to even think about what a Wumpus would smell like.

4 Comments


Recommended Comments

Seems pretty nice, though the current means of showing the clues seems a little 'blah'. The original used the clues "I feel a draft.", "I smell a wumpus!", and "Bats nearby!". It doesn't really make sense to have such clues present in the rooms nearest the hazards without having them present in the connecting hallways, but if the clues were harmlessly present in the hallways that would degrade the game.

 

Perhaps the pits can be surrounded by deadly slides and the Wumpus always surrounded by snapable twigs (which would, of course, awaken the wumpus).

Link to comment

Part of Hunt the Wumpus is you don't know which direction the Wumpus etc is in. So you have to figure out where the Wumpus is by slowly tracking in.

Link to comment

The inspiration for this game is the TI99 version of Hunt the Wumpus, written in 1980. Just as the 1979 Atari version of Adventure is a graphical adaptation of the early 1970s text game Adventure, the TI99 version is a graphical adaptation of the early 1970s text game Hunt the Wumpus.

 

I've played the original text version of Hunt the Wumpus. It's fun, but it's also tedious. It's virtually impossible to win without using a pencil and paper to write down all 20 rooms and the 30 or so tunnels that randomly connect the rooms. The TI99 version did an excellent job of graphically representing the random relationships of the rooms, thereby capturing the essence of the original game, while at the same time effectively removing the tedium of manually mapping out the connections between the rooms. And like the original game, the tunnels are benign. It's only the rooms the player has to worry about. When you play the completed game, this may make more sense.

 

In either case, the gameplay of the TI99 version works. I've played literally thousands of games of Hunt the Wumpus on the TI99. That game has unquestionable replayability, so I'm sticking with it as the model for my game.

 

I do, however, plan a few variations for setting difficulty that haven't been done before. One that I like is no guided arrows. On the easy mode, the arrow is guided, which means once you have determined where the Wumpus is, you only have to shoot into the correct tunnel to kill him. On the hard mode, you will have to be in an immediately adjacent tile space to hit the Wumpus. This means that before shooting, you must determine if there is a tunnel between your cavern and the Wumpus' lair. If there is a tunnel, you will have to follow it until you are just about to enter the Wumpus' lair and then shoot. I'm looking forward to that challenge. :lol:

 

There won't be any ropes or extra arrows. I will probably add the bat, although I never liked him much. The bat provides a resolution to the fact that on rare occasions it is possible to generate a random map where portions of the map are isolated, and cannot be accessed without teleporting.

 

Regarding the permutations of the original game, can anyone demonstrate the math for how many tunnels would be necessary to connect 20 rooms, given that there are 3 tunnels per room? I think the answer is 30, but I can't prove it.

Link to comment
Regarding the permutations of the original game, can anyone demonstrate the math for how many tunnels would be necessary to connect 20 rooms, given that there are 3 tunnels per room? I think the answer is 30, but I can't prove it.

 

It's very easy. There are sixty "tunnel ends", since each room has three. Each tunnel has two ends. Therefore, there are thirty tunnels.

Link to comment
Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...