First post! I am a mysterious being that recently got back into programming games. Modern games turn me off and as I have not updated my programming skills since the First World War, I create most of my games in QB64. While BASIC became a horribly limited and disfigured programming language already decades ago, it is perfectly suitable for creating games that could or could not have been cool 40, 30 or in the best-case scenario as recently as 20 years ago.
No point in wasting time so I’ll just get on it and introduce my current project: The Great And Legendary As-of-Yet-Untitled ASCII RPG Project! Now I am a big fan of ascii but one thing has bugged me for a long time: practically all ascii-based games that I am aware of are ugly as hell. Dwarf Fortress is probably the first game that even tried to come up with fun-to-look ascii graphics but the result is still pretty incomprehensible to me. Ascii has it’s limits, that’s for sure, but seems like the whole concept of ascii games with ambitious graphics hasn’t even crossed the mind of the programmers. This is something I’m trying to change, while creating a classic fun-to-play rpg in the process.
As usual, I have began my work by creating a map editor. The editor is now pretty much complete, excluding npc’s, monsters and events that will not be hardcoded but actually included in the map files to keep the actual game code more compact. QB64 luckily fixes most of the memory limitations of QB 4.5, but in my opinion it’s always good to minimize hardcoding. Next week I will start working on a tile-scrolling engine, although I think “a symbol-scrolling engine” would be more accurate. The actual game will most likely resemble the early Final Fantasy games. One difference is that battles are not random, but enemies will appear on-screen. However, when caught in contact with an enemy, the game will switch into a battle screen similar to Final Fantasy.
One concept that I will be working on is the player’s ability to alter the world. Some early ideas that I’ve been playing with include the player’s ability to plant and fell trees, build small bridges over rivers, dig holes (and find precious metals in the process), use magic to freeze objects or set them on fire and perhaps even build a house and a small farm. Let’s see…
I’ll close down with a few screenshots from the map editor. The third image shows what an example map of a small port town might look like. The size of the maps is currently 144*44 symbols and I will most likely keep it that way. Click on the images to see bigger versions and let me know what you think!