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Dungeon v11 (now with docs)


s0c7

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Cleaned up a lot of annoying glitches (mostly graphical). Added a few things. Wrote a rudimentary manual.

 

I have a few things I'm still planning to add. Not sure how much of it will make the final cut. Let me know if you find any obvious bugs.

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It's nice to see you continue working on your paladin-game!! I played the latest rom a bit and i got lost pretty soon! :)

So far i didn't stumble over any bugs and the game is fun to play! Keep up the good work! :roll:

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Thanks guys. The core game is already in place, so finishing it shouldn't be an issue. It's just a question of how many more extras I can work in.

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Wow - this looks great! I've been playing for the last couple of days and must say I'm really impressed...

 

I did manage to find the demon (he killed me pretty easily...) and I was able to remove the Sword from the stone (not sure what the prereq is though). Haven't found the princess yet.

 

The battle system is awesome - very intutive. I really like the open chest sequence - really cool!

 

Some ideas:

 

- would be nice to have an indicator as to what level your character has reached.

- an indicator of experience points would be cool (kind of a score for incentive)

- an indicator as to what floor you're on (easy to get lost)

- the up/down stair icons are confusing (i'm not sure which is which, and not knowing what floor i'm on i never really know if i've gone up or down)

- more mosters/treasures/items would be cool

 

Overall a great job!!!

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Wow - this looks great! I've been playing for the last couple of days and must say I'm really impressed...

Coming from you that is high praise indeed! I really appreciate it! :roll: I am in awe of your stuff!

 

Thanks for all the suggestions as well. I'll see if I can't do something about the stairs (at the moment the only difference is the color). As for the rest, hopefully at least some of that may see the light of day. The Holy Grail and at least one more monster are on the current to-do list.

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Agreed, this is pretty cool!

 

I did notice a number of screen jumps while playing on the Atari via the Krok Cart, mostly during battle sequences when I took damage.

 

for the stairs maybe put like this instead of the yellow/purple door the staircase image:

X X XX
X X X X
X X XX
X X X
XXX X


XX  XX
X X X X
X X X X
X X X X
XX  X X

 

Likewise I was confused as to what floor I was on. Maybe you could have the status line alternate every 5 seconds or so between SPxxHPxx and FLxxLVxx where FL is the current floor(0 being castle, 1 being first dungeon, 2 being dungeon below that) and LV is the level your character has reached. I would also recommend displaying them in different colors so it's more obvious when the status display has toggled.

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Agreed, this is pretty cool!

 

I did notice a number of screen jumps while playing on the Atari via the Krok Cart, mostly during battle sequences when I took damage.

Thanks as well! I haven't loaded it on my Krok yet (guess I need to quit procrastinating). I had a feeling there might be a few jumps here and there. I'm still in the process of going back and optimizing things (it's pretty ugly at the moment).

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