I just always rotate clockwise to save bytesravenxau wrote:Do you just pick a random new direction for the drill head, or rotate it 90 degrees each change?

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I just always rotate clockwise to save bytesravenxau wrote:Do you just pick a random new direction for the drill head, or rotate it 90 degrees each change?
Yes, it is - only real alteration is my walker has a 16% chance of turning - if you increase it to 30% or even higher, BASIC is a bit slow for a practical implementation - as the walker can spend a long time wandering around in empty space - also 16% seems to gave a nice ratio of 'corridors' to 'rooms', rather than large carved out open spaces.phvic wrote:Err... Isn't this exactly the same algorithm I'm using (see prev page)?
phvic wrote:Okay, I found about Whack yesterday. I think I should have made research about available roguelike games before starting the project... Whack has done pretty much the same thing (with many same ideas -- heck, even the color scheme looks almost identical by chance), although I have more monster and item types (and usable items).
Do you think there's room for another roguelike on the VIC? I feel a bit demotivated at the moment, since a similar game already exists.
What do you think? Anyone fancy playing another roguelike on the VIC?
Definitely more than I would expect from the average unexpanded roguelike!phvic wrote:- using carried items by pressing function keys
- themed levels
- hidden treasures
- monster special abilities
- 16 different monsters
- conditions (poisoned, maybe others)
- more tile types
Hah, I definitely will! Some sort of counter (maybe food mechanic) would be nice to have.orion70 wrote:If there's room enough, please add a tiredness / rest mechanismand a time counter to hurry the player up, or as a component of final score. Oh, and a high-score table
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- and some coffee, please
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