Hello everybody,
I'm quite glad I found this place! I've been coding a turn-based dungeon crawler by the name of Seb's Dungeon Adventure (named after my son).
It's being written in Boriel's zxbasic and I'm pretty happy with progress so far. The display code has been rewritten three times to improve speed, display flicker or reduce memory usage. Not sure if I'll end up finishing things but hopefully I will! I'm rather enjoying the challenge.
Cheers,
Steve
Seb's Dungeon Adventure
-
- Manic Miner
- Posts: 524
- Joined: Thu Feb 03, 2022 11:05 pm
-
- Manic Miner
- Posts: 524
- Joined: Thu Feb 03, 2022 11:05 pm
Re: Seb's Dungeon Adventure
Redrawn the main character, added the key, some sound effects and started on the main game loop now there's enough content to make things work.
I'm quite chuffed with the map generation code. As the game progresses, it will generate random maps of increasing size. The engine already has placeholder graphics in place for three different tile sets.
Steve
I'm quite chuffed with the map generation code. As the game progresses, it will generate random maps of increasing size. The engine already has placeholder graphics in place for three different tile sets.
Steve
Re: Seb's Dungeon Adventure
Looks great!
Keep going.
Keep going.
-
- Manic Miner
- Posts: 524
- Joined: Thu Feb 03, 2022 11:05 pm
Re: Seb's Dungeon Adventure
Thanks!
The game loop now enables you to play a level, albeit without monsters and being unable to interact with anything other than the key and the trapdoor but at least you can play through now!
This also happened, which I thought was hilarious. I quite like the wall tiles on the floor, which I'll adopt in the second tileset.
I have some movement code refactoring to do, to reduce the footprint, and to add in diagonals.
Steve
The game loop now enables you to play a level, albeit without monsters and being unable to interact with anything other than the key and the trapdoor but at least you can play through now!
This also happened, which I thought was hilarious. I quite like the wall tiles on the floor, which I'll adopt in the second tileset.
I have some movement code refactoring to do, to reduce the footprint, and to add in diagonals.
Steve