Realms of Quest II used some of the elements from Dunjon II (such as the algorithm to generate the underground dungeons). If I do make a Dunjon III, it will probably be a 3D dungeon crawl with a party of 6 characters. It will be made entirely with PETSCII graphics characters. It should be a lot of fun!MacbthPSW wrote:Great stuff! After you're done it, how about Dunjon III?
I'm currently working on Realms of Quest III. It's really just a cleaned-up version of II (save to disk rather to tape, improved graphics, expanded world, possible background music) so I might just call it Realms of Quest 2.5 (or rather II.V).
I do plan on doing another Realms of Quest after that, a multi-loader very much like the first one, except that it will probably fill the entire side of a 170 KB floppy disk--for an unexpanded VIC-20 game, this will be HUGE. I did attempt to make a Realms of Quest II around 1992 or so, with high-res graphics. Basically, when your character encountered a monster, a 64x64 pixel graphic of a monster appeared at the top left corner of the screen (just as in Bard's Tale or Pool of Radiance for the Commodore 64). I painstakingly drew graphics for about 20 monsters. I never finished the game because the ML code for scrolling the map was very difficult for me to write at the time (I didn't have internet, my ML routines were written with my own assembler/disassembler that I programmed myself in BASIC).
I am a much better programmer for the VIC-20 today compared to way back then (the internet provides me with several tools that make ML software development a lot faster). This is a very ambitious project--the VIC-20 equivalent of Ultima IV. I can imagine it taking me a few years to do this (I tend to mull over my code a lot).