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Hello everyone,

 

After lurking here for a while, I decided to take some time and finally try out Oscar's new CVBasic compiler.  My first project is porting a Roguelike game called Zigclimb, originally written in C, to the Coleco.

 

Attached is a work in progress version.  Besides trying to replicate the original game, some code was rewritten for efficency / performance..   I've also decided to experiment with replacing the ASCII text with bitmapped graphics.  If I continue on this, I might try to expand it into an original game with more complexity, similar to the original Rogue.

 

image.thumb.png.2000e03bab729cf19f8afbc2f90d235b.png

 

 

ZIG_CV.rom

  • Like 11
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https://forums.atariage.com/topic/372717-colecovision-rogue-like-wip/
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I have a lot of learning to do with the TMS9918, however the larger graphics is one of the first priorities;  I would like to have something that looks closer to a typical 8-bit JRPG.  Choppy scrolling is something else I'd like to look into as well.

 

I actually like the 8x8 tiles - I like the detail it gives.

 

Great work so far, I do hope you manage to finish this.  I was really enjoying a quick play of the game until I was trapped on entering a new level - which I assume is a bug.

 

Zigclimb.thumb.png.553271f291f7e8e5a0d09396d95a8d90.png

Edited by Ikrananka

I do want to expand upon the original Zigclimb formula, but it was kind of a starting point to better understand things.   I would like to build different dungeon generation methods, and had played around some, but it still needs work:

Displaying image.png

 

The normal Zigclimb ends after going up ten floors, but I was thinking of having different dungeon styles every so many floors.  I also feel that adding some more item types would make for better strategy (potions, scrolls, etc).

  • Like 2

Love it!

 

We need more Rogue-like games on CV. (I believe a primitive ASCII Rogue-like was released many years ago as an experiment in these very forums). But your graphics tile-based version is even better. Progress is great so far, looking forward to what the future may bring.

 

I think changing the tile colors every 5-10 levels would be a good idea. Gives some variance and idea of "progress" in the game. Larger 16x16 tiles are a good idea as well, but then of course you fit less onscreen at once, and need to rely on scrolling,

Edited by zyzzle
  • 2 weeks later...
On 9/20/2024 at 12:16 PM, skywaffle said:

Hello everyone,

 

After lurking here for a while, I decided to take some time and finally try out Oscar's new CVBasic compiler.  My first project is porting a Roguelike game called Zigclimb, originally written in C, to the Coleco.

 

Attached is a work in progress version.  Besides trying to replicate the original game, some code was rewritten for efficency / performance..   I've also decided to experiment with replacing the ASCII text with bitmapped graphics.  If I continue on this, I might try to expand it into an original game with more complexity, similar to the original Rogue.

 

image.thumb.png.2000e03bab729cf19f8afbc2f90d235b.png

 

 

ZIG_CV.rom 6.58 kB · 31 downloads

Looks pretty cool!

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