From
Demon Adramelek
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To
All
1 June 2006
Hello, All
You can create games on the Spectrum. You can, of course, not create it, but for
visitors to this forum, I believe this question is not worth it. Create, create
and create again. But what? It will be more difficult here. I want not only
create, but also play. That is, I want to make it competitive
product, and not something that they will launch, say “Yes, cool” and push SCL into the very
blind corner of the collection. In general, something that people would be interested in
play on the Spectrum in the age of three thousand megahertz and half a gig of video memory - and
play not only out of a sense of nostalgia (how can you feel nostalgia for
just released game?).
The solution, obviously, is to create a game in which it would not be important
graphics 256x192, meager palette and limitations that are insane by today's standards
memory, both RAM and disk. This is clearly not a shooter or 3D Action (yes
and just Actions) in general - because these are such genres that players
They are attracted by a beautiful picture. It’s not entirely clear with real-time strategies - yes,
there is a precedent and even a playable one, but how many players will change SC to CV
out of love for the game, not the platform? Logic games and puzzles are already
provide more hope - in all kinds of chess, Go and checkers, the schedule is not
plays no role, and may well be schematic (on PC in mostcases, it is such), however, it is unlikely that the Spectrum’s memory capacity will allow it
calculate as many moves forward as game programs can do
on PC. There are still other, less pretentious logic toys, but
Basically, they are, in general, designed for primary school age, and children need
colorfulness, which Spectrum cannot provide at the modern level. If
but count on a more mature contingent, since they are also very spoiled, and
rarely does anyone decide to play a logic game because of the idea, and not because of
the fact that it looks beautiful, sounds nice and does not strain the eyes with graphics
early nineties. Unfortunately, it’s the same with role-playing games - how many people
who began their acquaintance with RPGs... well, let’s say five years ago, starts playing
great games made fifteen years ago? And so on.
In short, no matter where you look, there’s an ass everywhere. Almost everything comes down to graphics. Into the sound
too, but mostly in graphics. What conclusion follows from this? A very simple one:
I need to give up graphics. Then the product is in its niche - in a niche
pseudo-graphical, text games on any platform, even on Macs -
will be competitive. By the way, the niche is far from small, whether on PC or on
the Spectrum itself. These are, of course, primarily text adventure games, quests, IF
and so on. By the way, the only genre highlighted in a separate list on WoS - andhighlighted for a reason. You can look into the archive there: adventure - 1645,
other games - 6342. Not bad. Yes, so: you can bet that any
the game of the same L9 can clearly stand comparison with most of the new adventure games on
PC, and it is not yet known in whose favor this comparison will be.
Where am I leading with all this? No, not so that everyone who reads it will rush together
rivet something in GAC, PAW and Quill. All of the above are the thoughts that
I was guided when I started transferring the game book A to the Spectrum.
Kulikov "Sword and Fate". The book is not so bad, in fact, but in terms of volume
exceeds, probably, any IF made before on the Spectrum. It's a pity, really
that there will be more people who don’t like to read from a monitor than people who like it, well, that’s already
their problem is that interactive literature on the computer is like a fish in water. This is hers
Homeland and the place where it can really unfold. However, this
separate conversation, very interesting.
The choice of the book was due to the fact that every dog already knows Braslavsky, and
there are practically no others comparable in quality and volume, at least in
Russian language. In addition, I could not find this book on the Internet - the version under
URQ [http://urq.allquests.ru/], which I ported, was made immediately from
scan of the paper version. The version for IFC (mine, that is), which is now possibledownload [http://trd.speccy.cz/full_ver/SWORD.ZIP] from VTRD, firstly,
dezhbazhennoy, secondly, it looks more beautiful than pussy due to the design, in
thirdly, it is no worse than it, because what is the text there, what is here, that is, it can really
compete with her.
Returning to the conversation about text games - they are not only IF in this or that
in a different form. There is, for example, the rogue-like RPG genre
[http://ru.wikipedia.org/wiki/Roguelike], which the Spectrum is quite capable of
pull. The genre is very popular, so people will probably play
familiar with the Spectrum at all. Another thing is that the development of such a game can
take years, even considering that many algorithms can be taken from
open source of other roguelikes.
Perhaps I missed something else. Even for sure. Well, it doesn’t matter. But I know in
which side will I dig if I get the idea to create it on the Spectrum
anything else. :)
From
Stanislav Lomakin
→
To
All
1 June 2006
Hello, Adramelek
IFs are a great thing... the only problem with them is people who are good at
write programs, for some reason it is extremely rare to write well in Russian. and those who
knows how to write prose, they write it on paper.
Threat, the roguelike (sopsno rogue) has been on the Spectrum for a long time. but as far as I know, only
one...
From
Surfin' Bird
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To
All
1 June 2006
Hello Surfin' Bird
conditions turns into a PLUS :)
From
Surfin' Bird
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To
All
1 June 2006
Hello, boo_boo
As for the bagel, you noticed that correctly. Bagels are fun.
And it’s not difficult at all if you don’t make wild systems like Moria, etc., but
something simple and addictive, like Diablo or DoomRoguelike. You can
It’s easy to write even in bass!
And graphics won't hurt there;)
So, if anyone has any concerns about the development of a bagel (quick, for
a month, maximum) - write to soap.
And about If-ok - you would tell Stryker to write that this is If-ka. And then on
Virtyrdose just says “Book”, and I didn’t even bother downloading it...
And, of course, I’ll cut myself in the f-ku :)
From
van Yu Shinn
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To
All
1 June 2006
Hello, Adramelech
Earth Shaker - Do you like Roguelike?
From
Andrey Baglay
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To
All
1 June 2006
Hello Surfin' Bird
Sur> And about If-ok - you would tell Stryker to write that this is If-ka.
Sur> Otherwise on Virtyrdos it’s just “Book”, and I didn’t even bother downloading...
Sur> And, of course, I’ll cut myself in the fight :)
Kirya, it says - “Adramelek sent transferred to ZX-Spectrum
game book"....
So don't worry :)
From
Surfin' Bird
→
To
All
1 June 2006
Hello Striker
Str> Kirya, it says - "Adramelek sent transferred to ZX-Spectrum
Str> game book"....
Str> So don't worry :)
I'll check now....
Oh, la.... Prabachtse, father: v2_rolley
(Or did you just fix it?)
From
Demon Adramelek
→
To
All
2 June 2006
Hello, boo_boo
boo> Threat, roguelike (sopsno rogue) has been on the Spectrum for a long time. but as far as I know
boo> only one...
The controls are so disgusting that I'd rather play something
other. I wonder which developer came up with the brilliant idea for this
damn arrow?
Sur> You can easily even write in bass!
Sur> And graphics won’t hurt there;)
No, well, hardly BASIC. Map generation, AI characters - all this, of course,
you can do it in BASIC, but I can’t even imagine how much it will be
work slowly.
There are also graphics in roguelikes, but I always thought that it was better to do without them
- even in PC roguelikes, it often only spoils the impression. I'd rather be
look at the letter "D" than at the squiggle that will be drawn in a 24x24 tile (what
talk about 8x8) - especially if you use only text, you can use
for example, 42 or 64 characters per line -- that is, put more information on
screen, and without reducing its information content. What is the letter "D" 4x8,
understandable, but I can’t imagine that there will be 4x8 graphics there. And
I won't. :)
From
Surfin' Bird
→
To
All
2 June 2006
Hello, Adramelek
Adr> No, well, hardly BASIC. Map generation, AI characters - all this
Adr> of course, you can do it in BASIC, but I can’t even imagine
Adr> how slowly it will work.
Nevermind :) Here, for example, is what you can do with cards:
1. Do not generate (draw by hand!).
2.Generate in the setup at the first start (as in dyable) - then just
load from disk.
And I haven’t seen AI in bagel monsters :) In any case, nothing
more than pursuit-evasion algorithms.
In addition, the Beisk program can be compiled to be sure;)
Adr> There are also graphics in roguelikes, but I always thought it was better
Adr> do without it - even in PC roguelikes it often only spoils it
Adr> impression. I'd rather look at the letter "D" than at the squiggle
Adr> which will be drawn in a 24x24 tile (let alone 8x8)
Well, if the graphics for bagels were drawn by amateurs before, what’s stopping us from being
the first professionals? :)
And in the case of letters, you must first read the help file to determine what
each one means :)
In addition, no one is stopping you from making the graphics (tile) in the bagel not 8x8, but 16x16, or
even 24x24... and in color: v2_wink2;A; there is also a top-down view... and isometry: v2_wink2; :v2_wink2:; :v2_wink2;
Adr>; -- especially if you use only text, you can use
Adr> for example, 42 or 64 characters per line - that is, put more
Adr> information on the screen, without reducing its information content. What
Adr> is the letter "D" 4x8, understandable, but there will be a graphic 4x8 --
Adr> I can't imagine. And I won't. :)
What's the point of expanding the field? Still, the calculated field of view occupies only
several tiles. And for navigation, no one bothers to make a pixel mini-map
:v2_wink2:
From
Stanislav Lomakin
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To
All
2 June 2006
Hello Surfin' Bird
By the way, an example of a successful classic bagel with animated graphics (on
sege-md):
http://www.mobygames.com/game/genesis/fatal-labyrinth/screenshots
From
Demon Adramelek
→
To
All
2 June 2006
Hello Surfin' Bird
Sur> 1. Do not generate (draw manually!).
This is only suitable for some parts of the map. Still, a considerable part of the same
"fun" bagels in non-determinism.
Sur> And I haven’t observed AI in bagel monsters :) In any case -
Sur> nothing more than evasion pursuit algorithms.
This is where you are wrong, bagels are not that simple. :) Look at the AI monster options in
same Angband; chase; by sound, pursue by smell, use
different tactics in packs (to lure them out of the corridor and surround them), learn
mistakes...
Sur> Well, if the graphics for bagels were drawn before by amateurs, what’s stopping
Sur> should we be the first professionals?:)
Well, of course, no one will forbid you to try. Try it. :)
Sur> And in the case of letters, you must first read the help file in order
Sur> determine what each means :)
In fact, it's not all that complicated. Additionally, most bagels have
the "l" (look) key, which allows you to hover over something and get
description of this something.
Sur> What's the point of expanding the field? Still, the calculated field of view occupies
Sur> just a few tiles. And for navigation, no one bothers you to doSur> pixel minimap :v2_wink2;
Magnitude; a visible piece of the card is important for shooting and using some
spells. In addition, the field of view itself may not be so small.
It is usually so small because in most bagels you have almost everything
for a while you find yourself in an underground labyrinth, armed only with a torch.
P.S. I once wrote a map generator in BASIC. Of course it worked disgustingly.
took a long time, but it showed something (see attachment).
File: sshot000.png http://zx.pk.ru/attachment.php?attachmentid=3276
File: sshot001.png http://zx.pk.ru/attachment.php?attachmentid=3277
From
Surfin' Bird
→
To
All
2 June 2006
Hello, Adramelek
Adr> This is only suitable for some parts of the map. Still, a considerable part
Adr> of the same "fun" of bagels in non-determinism.
Then - the second option ;)
Adr> This is where you are wrong, bagels are not that simple. :) Look at the AI options
Adr> monsters in the same Angband; chase; by sound, pursue by
Adr> smell, use other tactics in packs (to lure them out of the corridor
Adr> and surround), learn from mistakes...
Well, what the hell. Nothing will change significantly if you just leave
two behavior algorithms.
(Damn, why was there such a need for monsters, if in serious bagels like
angbanda and so you die in five minutes :v2_lol; );
Adr> Well, of course, no one will forbid you to try. Try it. :)
Uh-huh. This is pretty much what I expected from the very beginning.
Adr> In fact, not everything is so complicated. In addition, in most roguelikes
Adr> has a "l" (look) key that allows you to hover over something and
Adr> get a description of this something.
Of course, this is much more playable than making the player immediately see that
how much? :v2_wink2;Adr>; The size of the visible piece of the card is important for shooting and use
Adr> of some spells. In addition, the field of view itself may not be
Adr> is so small. It is usually so small because you are in
Adr> in most roguelikes you are in the underground almost all the time
Adr> labyrinth, armed only with a torch.
Plus, there are walls and monsters blocking the area. So it's quite possible to do
visibility within ten squares, or even less.
And to shoot, scroll the map.
Adr> P.S. I once wrote a map generator in BASIC. It worked, of course
Adr> was disgustingly long, but it gave something away (see attachment).
Interesting. Look Mona?
From
Demon Adramelek
→
To
All
3 June 2006
Hello Surfin' Bird
Sur> Well, what the hell. Nothing will change significantly if
Sur> leave only two behavior algorithms.
Sur>
In principle, if the game is not aimed at real hardcore players - yes.
Sur> (Damn, why was there such a need to screw up monsters if they were serious
Sur> bagels like angband and you die after five minutes :v2_lol; );
Well, don't tell me. I am, of course, not a super-duper player, not a professional, rather
an amateur, but a warrior up to about the thirty-eighth level honestly (without saves and
other cheats) crawled. This is where the fun started. :) He died, by the way,
nonsense - he went completely crazy with his luck and impunity, and went to great lengths
cool unique; he disturbed me with the noise five times, after which I teleported,
restored his health and returned to it. His health was restored
much slower than mine, so with a bit of luck I would have killed him (in five approaches
I've already filmed half of it), but in the end he found me when I had just started
rest, and that’s it, finita.
Now I'm going as a gnome-mage. Here the fun begins almost from the very first
levels. If I, as a warrior, took out a bunch of orcs without problems (first shoot into the crowd
a couple of times with a poisonous cloud from a magic wand, then shoot the nearest onesonion, then go into the corridor and wet the remaining hands there one by one), then
you can’t do that here anymore - your health is almost like that of a hobbit, so there are no enemies
You can’t let him get close, there’s not enough mana for magic arrows for the whole crowd,
poisonous clouds - even more so. In general, Scroll of Phase Door in the teeth and
get away, and then come back with renewed vigor and finish off. Perhaps not alone
times. But you can easily find out what monsters are hanging around you by
map and based on this, build your strategy and find doors/traps...
Okay, I got carried away. :)
Sur> Yep. I expected something like this from the very beginning.
Well, first of all, you could read my thoughts about the graphics a little higher. ;) A
secondly... If I were a programmer, I would tell you: try it, and I’ll tell you
I will help with the implementation of algorithms. If I were a professional role-player, I would
He said: try it, and I’ll write you the formulas and make a balance, it will come out sweet. But I
neither one nor the other. I once participated in the development of RL, but as a text writer -
I wrote quests (it was planned not to deprive this game of tens of kilobytes
literary text). However, this is a different story. In short, my
power is only in letters that form words (I can prove it visually
examples). If you need this, I'm ready to help, because game development is based onSpectrum, a bunch of text, a bunch of graphic ones, appeals to me. If not - so what?
Well, what I expected, I expected. :)
Sur> Of course, this is much more playable than making the player immediately
Sur> I saw what it cost. :v2_wink2;
Exactly!; That's right! :D Do you remember the motto of Infocom? ;) Well, okay, this is, of course,
subjective, but here's an objective reason: bagels are famous precisely for their
monsters, hundreds of types of enemies, dozens of unique monsters (including
Angband - about a hundred uniques and about ten to fifteen new types of enemies
per level, at least at first). How do you implement all this in graphics? This
impossible even on PC. That is, theoretically, of course, it is possible, but
There will be some problems in practice.
Sur> Plus, there are walls and monsters blocking the area. So quite
Sur> you can make visibility within ten squares, or even less.
Sur> And to shoot, scroll the map.
And for every spell that affects monsters? What if it's something like
Detect Monsters, Detect Traps/Doors? Scroll through the entire map?
Sur> Interesting. Should I look at Mona?
I'll write you a private message a little later.