A new RPG for the C64 - Dev Blog - Adding Player Characters - DDM

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  • Опубликовано: 25 ноя 2024
  • In this Dark Dominion of Maldrekar Dev Blog we take a look at the new player characters and the stat block being used for them. This code was written in Spring and early Summer so stay tuned for another update on Dark Dominion of Maldrekar in a couple weeks.
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Комментарии • 46

  • @jasonsdodd
    @jasonsdodd 2 дня назад +4

    I joined the Army in 1985, too. But I didn't have a c64 until well into the 2000s.

  • @MattKasdorf
    @MattKasdorf 2 дня назад +11

    Yes, please do a video on the tools you're using. I'm hoping to do a similar game for the PET.

    • @RavenWolfRetroTech
      @RavenWolfRetroTech  2 дня назад +5

      I will start getting some notes together for a video. You have me curious about configuring it for my Pet 4032. I may try for a Hello World program in assembly to see if it works!

  • @rhoward99
    @rhoward99 13 часов назад +1

    Can't wait to see the project completed! Yes, please include a video that covers your tool chain!

  • @andyschannel687
    @andyschannel687 2 дня назад +4

    Nice job, I love the idea of using Excel as a map editor. That's cool.

  • @jamesc2327
    @jamesc2327 3 дня назад +7

    Wow fantastic, bravo 🎉

  • @TRONMAGNUM2099
    @TRONMAGNUM2099 2 дня назад +3

    Not a programmer, but I love a good RPG. Can't wait to give it a play.

  • @FranksRetroLab
    @FranksRetroLab День назад +1

    Absolutely would love to see a video on the tools you used along with commentary on your thought process. Very exciting progress!!

  • @TheAtomicCrusher
    @TheAtomicCrusher 2 дня назад +1

    The Delicious in Dungeon clip was perfect. Great show too. Oh, and the game looks great. 😁👍

    • @RavenWolfRetroTech
      @RavenWolfRetroTech  2 дня назад

      I agree, the show is awesome and that part just fell into place.

  • @joelexplorestech
    @joelexplorestech 2 дня назад +1

    Love these progress videos! Very inspired to try my own 8 bit assembly project when/if I get the time.

  • @pw1169
    @pw1169 День назад +1

    30 seconds in an am already subscribed lol! This is awesome

  • @dustintaub
    @dustintaub 2 дня назад +1

    This is awesome. I’m very inspired by your work.
    Had a brainstorm/ suggestion on potions , you could have health potions heal based on a percentage (or a random range of percentages) of the user’s max health. This would allow potions to automatically level and have an equitable effect on any character no matter their hit point range.

    • @RavenWolfRetroTech
      @RavenWolfRetroTech  2 дня назад +1

      Not a bad idea, I usually do healing potions as a heal over time to discourage spamming but haven't decided for DDM. Ill add that to my notes. The funny thing about doing things on the C64 is that math can be very expensive unless its basic multiply and divide so I am usually doing divide and multiply by powers of 2 which is very fast.

    • @dustintaub
      @dustintaub День назад +1

      @@RavenWolfRetroTech bitshift math right? I'm having fun thinking about this so feel free to ignore any and all of the following unsolicited ideas. :)
      If you had 100 MAX health, bitshifted to the right like 4 spots gives you 6hps if we drop off the bits. Then you could add that number a few times over to prevent spaming. This formula still allows the potions to scale with the characters Max hitpoints. You could have stronger or weaker potions bitshift more or less.

    • @RavenWolfRetroTech
      @RavenWolfRetroTech  День назад +1

      Thinking is always fun. I'm leaning towards potions having a heal amount and duration then the player has a built in regen buff. Taking a potion can then just transfer values to the buff fields according to a yet to be determined rule set.
      For bit shifts - yes it's used a lot. That's why the color codes on things like hit points are based on being at one half and one quarter.

  • @pacbilly
    @pacbilly 2 дня назад +1

    SO GREAT to get this video! Keep up the good work!
    Also, are you planning to release this for EasyFlash / Kung Fu Flash? It might help to eliminate some of the limitations of a purely disk-based setup.

    • @RavenWolfRetroTech
      @RavenWolfRetroTech  2 дня назад

      Hey pacbilly! I'm hoping to but I don't know enough about making an image for the easy flash to make promises. I do have one and am avoiding self modifying code to make it more likely so there's that.

  • @thommekm
    @thommekm День назад +1

    I'm very excited to see your progress.. keep up that good work.
    Unfortunately I only played on our family C64 because was too young to get the concept of programming (or even get the idea that something like "programming" exists).. but on my 486 (I think I was 10-11 yrs old) I learned QBASIC and shortly after that Turbo Pascal and developed a game (or actually a prototype) named "Dungeon of Doom" which actually was a dungeon/labyrinth map with pacman-like enemies chasing you..
    Never got more than 2 levels because I got stuck on the AI skills and the level design also got complex because I didnt thought about making my life easier with mapeditors or other helpful tools and in the end I lost the interest...
    For me it's very interesting to see progress on your project because it somehow reminds me of my old "childhood" projects - love that nostalgia feeling ;)

    • @RavenWolfRetroTech
      @RavenWolfRetroTech  22 часа назад +1

      I am always happy when I can help people retrieve good memories!

  • @TeaAndFloppyDisks
    @TeaAndFloppyDisks День назад +1

    This really is cool! And it sounds like it will be a fun game to play. :)

  • @SwedishEmpire1700
    @SwedishEmpire1700 2 дня назад +1

    Hope you'll add alot of stuff in the game boxes, like handdrawn maps, handcut and polished diamonds, handwritten notes on real parchment etc ;)

    • @RavenWolfRetroTech
      @RavenWolfRetroTech  2 дня назад

      Lol, I hope I get to have a physical box! I really want one with a cloth map!

  • @lindoran
    @lindoran 2 дня назад +1

    Master leveling progression: if you take a look at similar games it may be interesting to open up a sort of " paragon " or" promotion" based leveling. For instance tie experience to leveling and then you rank up with masters. This can add character build flexibility without much added mechanics (reads extra code.) by constantly letting the player level in their current rank they get to keep getting small progression rewards (keeping them engaged) and then when they decide to rank up you can reset the leveling counter. Ranks could open new paths (ie spell casting for fighters like in the paladin or ranger classes ) or they could change how level bonuses work (different skill increases). This way the player is engaged with both leveling and deciding when to rank up, and since the "mechanic sets" are built for each of the classes you don't have to build anything new. Idk if that makes any sense but thats what I think

    • @RavenWolfRetroTech
      @RavenWolfRetroTech  2 дня назад +1

      It does make sense although the later part of the story might interfere. I will certainly keep it in mind and add a note to my design options document.

    • @lindoran
      @lindoran 2 дня назад +1

      @RavenWolfRetroTech that makes sense - so many projects I do people have wildly different ideas of what could work (hardware or whatever) feature creep is a real thing so what's most important is what you want to do. It's a hard dynamic to get right especially if you're also a content creator. Just remember people wanted to watch your stuff before the feedback so you should be the captain of your ship :) keep it up I watch every single one of your videos.

  • @adamantyr
    @adamantyr 2 дня назад +1

    Looking great! Do you plan to keep AC in the classic inverted form? (low is good, high is bad)
    I know what you mean about assembly... one little thing off and the whole thing goes off the rails. And very difficult to write unit tests for it. :) If I had any piece of advice, especially after release, it's to be VERY careful to avoid introducing regression bugs. CRPG's tend to end up as a very large code-base with a lot of both replication and cross-use of code, so small changes can cause things to break in places you don't anticipate.

    • @RavenWolfRetroTech
      @RavenWolfRetroTech  2 дня назад

      Probably not. Its that way in my 80s mockup characters but using negative numbers in assembly is a huge pain. If I keep it positive the math is easier and I may be able to use some of the bits to track simple status effects if the max value isn't too high.

  • @OldGandy
    @OldGandy 2 дня назад +1

    Yes, please share the tools you are using to resurrect your masterpiece.
    I'm 53 now, and have a game I started but never finished. Am retired and ready to code again! I only knew what basic I could self-teach myself from following programs in Compute! Gazette and the C64 reference guide.
    Can you also provide some resources to help a newbie into the realm of C64 assembly language?
    Thank you, and thanks for sharing your hard work with us!

    • @RavenWolfRetroTech
      @RavenWolfRetroTech  2 дня назад

      I will see what I can do Mithrandir.
      I highly recommend starting with books off of archive.org. For me Rodnay Zaks' programming the 6502 and compute!s machine language for beginners were a huge influence.

  • @TheReturnOfSak
    @TheReturnOfSak 3 дня назад +1

    Each update looks better and better. Will the amount of items you carry on the belt affect fatigue or agility?

    • @RavenWolfRetroTech
      @RavenWolfRetroTech  3 дня назад +1

      I am thinking that, for simplicity (as in memory), that fatigue will only be affected by actions. The belt will just provide a place to have consumables that are accessible in combat.

  • @IsaacKuo
    @IsaacKuo 23 часа назад +1

    Hmm ... four letter alternative to GRACE ... "DEFT". Four letter alternative to CHARM ... heh heh ... "RIZZ".
    The idea of finding a master in order to level up is interesting. Obviously, you don't want it to be too difficult or arbitrary ... there's got to be clues to lead you to them. But also, perhaps it should typically take time to do training. In some cases, that means the master travels with the party for a while. In other cases, perhaps you must be down one or two characters during that training time.

    • @RavenWolfRetroTech
      @RavenWolfRetroTech  22 часа назад +1

      Well, kind of an alternate in Deft although I prefer a noun over an adjective. Rizz? I am just leaving that one alone 😬 I don't want to know. My thought on the "Master Plan" is to make it so that, once more advanced trainers are unlocked, that the party will all train at once. Splitting a party is rarely fun.

    • @IsaacKuo
      @IsaacKuo 21 час назад +1

      @@RavenWolfRetroTech "Rizz" is a trendy slang term that means charming - like in a smooth operator kinda way. It seems to come from the middle syllable of the word "charisma".

  • @MattKasdorf
    @MattKasdorf 20 часов назад +1

    Might I suggest the use of "FTG" instead of "FAT" for fatigue?

    • @RavenWolfRetroTech
      @RavenWolfRetroTech  18 часов назад +1

      Yeah Matt, you might have something there! 😳 I updated it in the designer but it won't show up in the code until the next time I export all the screens which is a bit of a pain.

  • @PatrioticGestalt
    @PatrioticGestalt 2 дня назад +2

    Very inspiring. But not using your technique. I'm lazy. I bought a wargame with simple rules, downloaded the Vassal module for it, and currently coding the game using Zig and SDL2. I don't know if I'll be finishing it. Maybe when I retire.