Author Topic: [Planning] The Binding of Isaac  (Read 11906 times)

0 Members and 1 Guest are viewing this topic.

Offline adrusi

  • LV2 Member (Next: 40)
  • **
  • Posts: 25
  • Rating: +4/-0
    • View Profile
    • Adrusi
[Planning] The Binding of Isaac
« on: June 04, 2013, 08:54:12 pm »
I'm planning on making a roguelike heavily inspired by The Binding Of Isaac.

There's going to be a lot fewer items, which will be mostly limited to stat upgrades. There will also be a lot fewer enemies, bosses, etc. There just isn't enough memory, and even if there were I'm not willing to implement anywhere near as many as the original game has.

I think I have a decent scheme for representing the map, where I can store each room in only 2 bytes. However, I'm not quite sure how to approach generating the map in a way that resembles the labyrinthine nature of the original game. Any suggestions?

Here's a picture of the interface as it currently stands.

Edit: This is for the z80 series calcs.
« Last Edit: June 04, 2013, 10:02:10 pm by adrusi »

Offline imo_inx

  • Manman, SaviourOfTheMultiverse!
  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 473
  • Rating: +27/-8
  • imo_inx
    • View Profile
Re: [Planning] The Binding of Isaac
« Reply #1 on: June 04, 2013, 09:59:14 pm »
Maybe you could have preset rooms, but selected via a random number...
So, if you have 13 room layouts, then each room could be assigned to a number? Not sure what calculator you're programming it for though.
Also, have a number stored to memory, and after, say, 3 rooms or so, it would put the entry to the next level in a room that you have not entered.
That eliminates the fact that you could just go into 1 room and find the way to the next level. Still though, not sure what calc your using.
« Last Edit: June 04, 2013, 09:59:30 pm by iNk&Venom »


Offline adrusi

  • LV2 Member (Next: 40)
  • **
  • Posts: 25
  • Rating: +4/-0
    • View Profile
    • Adrusi
Re: [Planning] The Binding of Isaac
« Reply #2 on: June 04, 2013, 10:07:59 pm »
Maybe you could have preset rooms, but selected via a random number...
So, if you have 13 room layouts, then each room could be assigned to a number? Not sure what calculator you're programming it for though.
Also, have a number stored to memory, and after, say, 3 rooms or so, it would put the entry to the next level in a room that you have not entered.
That eliminates the fact that you could just go into 1 room and find the way to the next level. Still though, not sure what calc your using.

Yeah, it will have 16 or 32 room presets, just like the original game has preset room configurations, but what I'm concerned about is arranging the rooms on the map of the floor.

Every room has to be reachable, each floor has to have certain types of special rooms (item room, boss room, shop, maybe secret room). Some rooms also need to be placed specially on the map. The boss and item room have to share exactly one side with another room, secret rooms (if I implement them) can't block the way to the rest of the floor (there has to be a way to get from one side of the floor to the next without breaking into a secret room).

Offline imo_inx

  • Manman, SaviourOfTheMultiverse!
  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 473
  • Rating: +27/-8
  • imo_inx
    • View Profile
Re: [Planning] The Binding of Isaac
« Reply #3 on: June 04, 2013, 10:15:47 pm »
Still haven't told me what platform...
All I can think of is to generate an x by y map, where x and y are how many rooms wide and high the map will be, and instead of pre-set rooms, have it detect if a room is beside it, then it can place a door there. Then, if the room has no rooms beside it, it removes itself!
« Last Edit: June 04, 2013, 10:16:28 pm by iNk&Venom »


Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: [Planning] The Binding of Isaac
« Reply #4 on: June 05, 2013, 08:25:54 am »
I'm not familiar with that game, but your mockup looks quite nice. ^^

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: [Planning] The Binding of Isaac
« Reply #5 on: June 05, 2013, 11:10:51 am »
Still haven't told me what platform...
Edit: This is for the z80 series calcs.
:P
Somebody should move the thread.
« Last Edit: June 05, 2013, 11:11:26 am by Streetwalker »

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: [Planning] The Binding of Isaac
« Reply #6 on: June 05, 2013, 04:32:37 pm »
:o I'd looove to play the Binding of Isaac on-calc :D good luck with it, hope you'll finish it.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: [Planning] The Binding of Isaac
« Reply #7 on: June 05, 2013, 05:44:13 pm »
I love the interface so far. It reminds me a TI-86 RPG I played once. I forgot if it was Banchor the Hellspawn, although it wasn't rogue-like.

Good luck!

Offline leafy

  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: [Planning] The Binding of Isaac
« Reply #8 on: June 05, 2013, 06:36:20 pm »
The Binding of Isaac is a game with an incredible amount of complexity; you should probably figure out each and every detail before you actually start working on the project. As for your mockups, you might do with making the hearts smaller, but it looks fine to me.
In-progress: Graviter (...)

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: [Planning] The Binding of Isaac
« Reply #9 on: June 05, 2013, 07:32:52 pm »
^agreed on the hearts. if you could find some way to squeeze health into the sidebar instead of taking up a whole section like that, it would be helpful.

as for room placement, just lay out all the normal rooms first, placing each room at random on another, with greater weight given to rooms with fewer connections, and then place the boss, item, and secret rooms afterwards at randomly chosen places that work. you can always do checks to prevent there being too many crossroads etc as well, if you want.

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: [Planning] The Binding of Isaac
« Reply #10 on: June 05, 2013, 07:52:51 pm »
Still haven't told me what platform...
Edit: This is for the z80 series calcs.
:P
Somebody should move the thread.

It could still be more specific, as there are quite a few z80 calcs that are all a bit different. I'd assume its for the 83+/84+ series. Anyhow, moving topic regardless. :)

Offline adrusi

  • LV2 Member (Next: 40)
  • **
  • Posts: 25
  • Rating: +4/-0
    • View Profile
    • Adrusi
Re: [Planning] The Binding of Isaac
« Reply #11 on: June 05, 2013, 09:59:24 pm »
The Binding of Isaac is a game with an incredible amount of complexity; you should probably figure out each and every detail before you actually start working on the project. As for your mockups, you might do with making the hearts smaller, but it looks fine to me.

I'm thinking of writing it in C on computer first where it's a lot easier to make changes, then porting it to axe.

As for the hearts, I'm a bit concerned that the playing area is too small. I initially wasn't showing the coin, bomb and key counts, figuring that I'd display them when some key is pressed.

I ended up opting to reduce the size vertically too for the sake of odd-numbered sides. Otherwise it's harder to center the doors and make interesting room designs. If anyone has any other suggestions, it'd be great to have a better solution.

Offline Streetwalrus

  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3821
  • Rating: +80/-8
    • View Profile
Re: [Planning] The Binding of Isaac
« Reply #12 on: June 05, 2013, 10:31:37 pm »
I'm thinking of writing it in C on computer first where it's a lot easier to make changes, then porting it to axe.
Lolwut ? This prolly isn't a good idea because Axe is way different than C.

Offline Runer112

  • Moderator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2289
  • Rating: +639/-31
    • View Profile
Re: [Planning] The Binding of Isaac
« Reply #13 on: June 05, 2013, 11:04:44 pm »
I'm thinking of writing it in C on computer first where it's a lot easier to make changes, then porting it to axe.
Lolwut ? This prolly isn't a good idea because Axe is way different than C.

Axe is missing a lot of higher-level features that C has, like types and structures, but the low-level features of C and Axe like program flow, arithmetic, and memory access make them quite similar. C is probably the most similar major programming language to Axe.

If you want to write something in C and later port it to Axe, just be careful not to rely too heavily on features that Axe doesn't support or that you can't easily enough mimic with your own code.
« Last Edit: June 05, 2013, 11:06:06 pm by Runer112 »

Offline chickendude

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 817
  • Rating: +90/-1
  • Pro-Riot Squad
    • View Profile
Re: [Planning] The Binding of Isaac
« Reply #14 on: June 06, 2013, 11:40:50 am »
The only rogue-like game i've played is Chambers, also written in Axe for the 84+. It sounds like you want to make something a bit more complicated, but Chambers is fun (though really hard) and perhaps worth checking out if you haven't seen it yet.