0 Members and 2 Guests are viewing this topic.
───────────────────Why ASCII graphics?───────────────────As you will notice, this RPG uses ASCII graphics (walls, trees, characters, enemies and everything else is represented by symbols, even letters, numbers and punctuations. This is far from being as good-looking as graph screen sprites and tiles and grayscale seen in many other hybrid-TI-BASIC and ASM games on TI websites. Even though I have experience in making such beautiful-looking games too and that I released many from 2004 to 2007, I decided to revert back to ASCII for Illusiat 13 for the following reasons: -The main reason is nostalgia. Large ASCII overworld maps were set as a standard starting in Illusiat 6 and lasted for the rest of the serie afterward. The battle layout standard was set by Illusiat 8. Despite improvements and changes in Illusiat 13, I decided to stick to these standards for this RPG to remain true to the original series. This new game was also completly written from scratch, unlike the previous games, where code was re-used game after game. That way, people who don't play games solely for graphics will now be able to play an Omnimaga RPG the way it used to be 7 years ago, without the problems encountered in the previous games due to poorer coding knowledge. -Another reason for sticking to homescreen graphics for Illusiat 13, even after having released many graphical games, is because I felt making a graphical Illusiat game after the 7 previous games, released at an average of 1 month interval in 2002, were all ASCII (except Illusiat 10 battles and certain movie sequences) would cause the new game to not be Illusiat enough anymore.-Final reason for sticking to ASCII for this game is because this game storyline has been developped so much compared to the old games and like the old games, there's a considerable amount of areas to explore and events that can occur throught the game. Because I wanted this game to fit on a regular TI-83+, I decided to stick to ASCII, as over 700 graphical maps and over 70 different monsters would take an extreme amount of memory and cause this game to be SE/84-only, like almost all the games I released after 2003.In conclusion, even if I knew z80 assembly and made this game entirely in ASM instead of BASIC, it would still have used ASCII graphics.So if you are the kind of person to not judge an entire game solely based on the graphics, like many gamers tend to do in this era of 3D and gigabytes, go ahead and try it!