Author Topic: Zargul (TI-84+CSE)  (Read 15729 times)

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Offline JamesV

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Zargul (TI-84+CSE)
« on: February 10, 2015, 05:50:56 am »
Here's a short screenshot of something I've started messing about with on the TI-84+CSE. It's a block-by-block pseudo 3D engine (facing either east/north/west/south).
 
It's still very early stages - I haven't finished drawing some of the distant wall tiles, and I've still got to do proper textured tiles for the walls. However the screenshot shows some basic rendering and navigation (the values shown at the bottom are x,y,direction).
 
The intention is to create a game similar to Eye of the Beholder (originally for Amiga/PC), although it won't be an exact clone. The player would control a party comprising of 4 heroes, each with their own class (warrior, priest, ranger, thief, etc.)
 
At this stage it's on the TI-84+CSE, but it will probably be for the newer "CE" (and possibly the "CSE" as well if speed permits).

« Last Edit: February 20, 2015, 05:04:47 am by JamesV »

Offline Sorunome

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Re: Untitled 84+CSE/CE project
« Reply #1 on: February 10, 2015, 05:51:42 am »
I doubt speed will permit for the CSE :P
Anyways, it's looking nice so far! ^.^

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Offline JamesV

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Re: Untitled 84+CSE/CE project
« Reply #2 on: February 10, 2015, 06:10:44 am »
I doubt speed will permit for the CSE :P
Anyways, it's looking nice so far! ^.^
Heh yeah it might become an issue later on, we'll see. I'll get the textures drawn properly soon (the engine is already drawing textures but they're just plain, so this won't affect the speed) and that will make a great visual improvement. I'll post more screenshots as it develops :)

Offline ben_g

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Re: Untitled 84+CSE/CE project
« Reply #3 on: February 10, 2015, 04:01:22 pm »
That looks like some BASIC 'raycasters' I've seen before on the b&w 83+ series. It looks really cool.
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Offline JamesV

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Re: Untitled 84+CSE/CE project
« Reply #4 on: February 11, 2015, 07:26:44 pm »
That looks like some BASIC 'raycasters' I've seen before on the b&w 83+ series. It looks really cool.
Haha yes it does at the moment. Thanks! I'll hopefully have an update in the next day or so with proper wall textures :)

Offline JamesV

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Re: Untitled 84+CSE/CE project
« Reply #5 on: February 13, 2015, 08:20:59 am »
Bit of an update - I've spent the last couple of days converting some of the original EOB wall textures, as well as putting in basic ceiling/far distance/floor.


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Re: Untitled 84+CSE/CE project
« Reply #6 on: February 13, 2015, 09:29:12 am »
Maybe give the floor and the ceiling textures, too? :P

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Offline JamesV

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Re: Untitled 84+CSE/CE project
« Reply #7 on: February 13, 2015, 11:43:36 pm »
Maybe give the floor and the ceiling textures, too? :P
Heh yep bit by bit! Today I wrote a quick map editor, added in the ceiling and floor textures and implemented side sliding/strafing.

 

The textures still need some work - I want to use alternating ceiling/floors as you move around so that they don't stay static. Decisions like this will all come back to how many ROM pages I want to chew up with textures...

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Re: Untitled 84+CSE/CE project
« Reply #8 on: February 14, 2015, 03:37:49 am »
It's looking kinda weird IMHO as the floor and the ceiling textures are static <.<

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Offline JamesV

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Re: Untitled 84+CSE/CE project
« Reply #9 on: February 14, 2015, 07:06:53 pm »
It's looking kinda weird IMHO as the floor and the ceiling textures are static <.<
Yeah definitely, as I said in my post after the screenshots I want to have alternating ceiling/floor textures (as EoB had). I've resigned myself to the fact that if I continue with making this into a game that it will be many ROM pages, as I'd want to use different wall texture sets every few levels as well. I'm storing the textures uncompressed so that they render as quick as possible too :)

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Re: Untitled 84+CSE/CE project
« Reply #10 on: February 17, 2015, 06:39:43 am »
The ceiling textures staying static does look a bit odd, but it still looks really pretty. Alternating textures would definitely look even nicer, though.

Also, i really like the idea behind this game. I think i played a similar game years ago, an old pseudo-3D RPG written in QBASIC called Legend of Lith. These types of games amazed me back then, it'd be really cool to see something similar for the TI calcs :)

EDIT: Also, would it not be possible to decompress the textures into RAM when you load a level? I'm not sure how big the textures actually are (or how well they'd compress), but it might be worth looking into if you've got enough RAM (_InsertMem) for it. That way you could store them compressed and it'd just take a split second to decompress them when you load a level.

Offline JamesV

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Re: Untitled 84+CSE/CE project
« Reply #11 on: February 17, 2015, 02:05:47 pm »
The ceiling textures staying static does look a bit odd, but it still looks really pretty. Alternating textures would definitely look even nicer, though.

Also, i really like the idea behind this game. I think i played a similar game years ago, an old pseudo-3D RPG written in QBASIC called Legend of Lith. These types of games amazed me back then, it'd be really cool to see something similar for the TI calcs :)

EDIT: Also, would it not be possible to decompress the textures into RAM when you load a level? I'm not sure how big the textures actually are (or how well they'd compress), but it might be worth looking into if you've got enough RAM (_InsertMem) for it. That way you could store them compressed and it'd just take a split second to decompress them when you load a level.
Thanks! Yeah I'll be doing the alternating floor/ceiling textures once I get around to ripping them from EoB.

Technically it would be possible. In uncompressed form, a full set of wall textures (excluding ceiling/floor) takes about 12.1KB. Each map/level is 32x32 blocks, so I'll also need at least 1024 bytes for the current level to be loaded to. If people were happy with having their RAM mostly clear during game execution then I could certainly compress a bunch of textures :)

I'll look at that kind of stuff (compression, etc.) later on anyways, atm I'm working more on movement, the game screen, etc.

Offline JamesV

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Re: Untitled 84+CSE/CE project
« Reply #12 on: February 19, 2015, 08:31:57 pm »
The last few days have been spent playing around with how the character display will look, as well as the full inventory screen, etc. Once I've finalised these I'll get them into the game and pop up some more screenies :)

I've got a bit of storyline coming together as well. Whilst I don't want to bog down the gameplay with massive amounts of text every few minutes, I'm currently thinking there will be bits of exposition during the game, whether it's via scrolls or something that are collected along the way, or from NPCs, etc.

Offline JamesV

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Re: Zargul (TI-84+CSE)
« Reply #13 on: February 26, 2015, 05:10:59 am »
I've finally put the character panels & inventory screen in-game, although they're not fully populated as yet. Anyhow, here's a recent screenshot:


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Re: Zargul (TI-84+CSE)
« Reply #14 on: February 28, 2015, 12:32:16 am »
James, this reminds me of a game called Dreadhalls for the oculus rift (and possibly other platforms?).
The semi-eery hallways etc. That would definitely be cool if you made it similar. That game is hella scary and hard.