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The 20 Line Challenge / [DBPro] Grail Of The Gods ... 18 line Rogue-Like Dungeon Crawler

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IBOL
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Posted: 9th May 2010 08:46 Edited at: 14th Dec 2010 06:51
Grail Of The Gods
A full dungeon crawling adventure in 18 lines of Dark Basic Pro.
No outside media required. ASCII graphics rule!

* * * Here is the link to the long awaited upgraded graphical version:
http://forum.thegamecreators.com/?m=forum_view&t=171778&b=1

* And HERE is why i was writing a 20-line Roguelike

Seek the Grail Of The Gods thru 10 randomly generated levels.
Battle 14 monsters, from the lowly Rat to the mighty Drake.
Discover 25 different weapons and armors.

Just use the ARROW KEYS to move.
Get too close to a monster, and it's a fight to the death!
Your sword and armor degrade with use, so be sure to find replacements.
Shiny gold adds to your wealth and experience.
Avoid deadly traps, and drink the healing potions on each level.




this was made with dbp u7.0
if you can't compile it, hit the DL link. its in a 486k zip.

enjoy!
bob

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IBOL
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Posted: 9th May 2010 08:53
here's a screen shot.

also,
the grail is always found on level 10.
BUT, if you want to make it harder,
change the very first variable in the program, DIFF,
to either 1 or 2. this will make the dungeon go to depth 11 or 12,
and introduce 2 new monsters, the Umber Hulk, and the Archdemon.

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BMacZero
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Posted: 10th May 2010 03:59
That's awesome . I love roguelikes.

chafari
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Posted: 11th May 2010 20:33
Awesome!! I got LEVEL 9 ....GOLD 2048 !!

cheers.

I'm not a grumpy grandpa
IBOL
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Posted: 11th May 2010 21:33 Edited at: 11th May 2010 21:35
oh man, so close! it gets hard at the end...
i'm waiting for someone to beat it...
i don't even think it can be beat with diff set to 2.
N3R0
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Posted: 11th May 2010 22:16
Is there an uncompressed version of this, I really want to see how you do everything.
IBOL
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Posted: 12th May 2010 08:53
this is NOT the exact same code as the the compressed version,
but it's easy to read. it has no title screen, and no level 12,
but i came up with a pretty original maze generation technique (i think).

20-liner tips: use DATA statements, loops, and lots of math!
even use the hated GOTO statement...
i can never get types to work, so i just use individual arrays.
try to minimize functions, because nothing can come before or after them on a single line.

N3R0
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Posted: 12th May 2010 19:06
Thank you, now to pile through the code and see what does what. Haha. Again, thank you. (My current project is a Text adventure zombie apocalypse game that I want to eventually make into a rougelike)
zeroSlave
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Posted: 27th May 2010 23:13 Edited at: 27th May 2010 23:34
I love it, IBOL. I am now at Level:10, Depth: 7, with 2020 Gold. I've got 231 Health, 2 Trolls, a Manticore, and a WotW to kill before i grab the health potion and exit the maze.

My Sword and Armor are a bit spotty, however; 34 and 33, respectively. o_O

Muahahahhaahhahaa.


EDIT: I died. Depth:10 Monsters killed:89 Gold Collected:4140(or something close)

Also, I noticed that when my screensaver came on (I'm at work and had some paperwork to do ) and I went back to the game, the text was back to the default size. Traps were "2"s and the weapons and armor were just orange and blue "█"s. Not a big deal, just thought I would let you know.

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
IBOL
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Posted: 29th May 2010 22:13 Edited at: 30th May 2010 07:52
oh man, i feel so bad you died at depth 10... to go all that way...

the best strategy for beating it is to avoid combat, find all weapons and armor power ups and head for the exit.
(but that's maybe the cowards way...)

glad people are playing.

plans:
-i have some 32x32 images that maybe i'll add in.
-i keep thinking about explaining some of the code and approach.

here's the maze-making code de-compressed and thoroughly explained (but is it understandable? )

t10dimensional
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Posted: 31st May 2010 06:09
Quote: "here's the maze-making code de-compressed and thoroughly explained"


Thank you very much, this is what I wanted to know about.

The games very cool for a 20 liner. I don't know how you compressed all that stuff but awesome. I got to the depth of 10 and died too.
David Gervais
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Posted: 3rd Jun 2010 13:47 Edited at: 4th Jun 2010 04:27
WoW!, you really captured the spirit of the Roguelike genre. You are off to a great start..



Of course having a history with Roguelike games I couldn't just play a few levels and be content. LoL..



Muahahaha! I am uber!!

You have a great balance to the game at the moment. I can't wait to see how far you take this.

Keep up the fantastic work!!

Cheers!

EDIT: grrrr.. you got me hooked.. but the good news is I made a better score...



Muahahahaha..

IBOL
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Posted: 5th Jun 2010 03:38 Edited at: 5th Jun 2010 03:42
hey, david, thanks a lot!
glad someone beat it , and glad you like the balance.
i was hoping someone would post the winning screen!
(and i never got to be a level 15! you are uber)

we've had some dealings in the past, if you don't remember me.
i'm the guy who did this gauntlet style game
Dungeon Ordeal : http://forum.thegamecreators.com/?m=forum_view&t=81185&b=11
it uses some of your images (if not entirely yours).

check it out you're a moderator now

i've been gone for a while.
i wrote a couple 20-liners to get back into the swing,
but i doubt i'll be able to write anything big...

so,right now, i'm revamping a rogue-like i wrote 3 years ago,
but never released. there's nothing up yet, but the game is
done, i'm just tweaking (the game) and need to write a help file.

thanks again!

bob
David Gervais
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Posted: 5th Jun 2010 13:24
Hi IBOL,

I must have totally missed giving feedback on that old post. I did play it,. the 'live action' type gameplay was never my kind of thing. I never got into gauntlet. But I just replayed your game again and some of the collision seems to be off in the game. I could walk through doors from right to left without using keys, but not from left to right. and sometimes moving from bottom to top I could simply walk through walls. Other than that, the idea of the game is nice, but I like smaller levels, your newest roguelike game is my cup of tea. I might make you some custom graphics if you are interested. simply use 'placeholders' and if you post them here (or in a new thread) I'll see what I can do.

Cheers!

IBOL
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Posted: 6th Jun 2010 03:50 Edited at: 6th Jun 2010 04:37
Quote: " I might make you some custom graphics if you are interested. simply use 'placeholders' and if you post them here (or in a new thread) I'll see what I can do."


do you mean for this game?
in that case, the board is currently drawn with 22x22 squares.

[edit] right now, i am revamping it to be 32x32 images, and will post
a program with placeholder images asap.[/edit]

these are the things we would need to make it graphical:
floor, wall, character, exit, gold, armor, weapon, trap, potion, GRAIL!
rat, snake, goblin, zombie, orc, cockatrice, troll, will-o-wisp, manticore,
elemental, beholder, dragon, umber hulk, archdemon
and a general screen background and display.

that's quite a few... but it sure would make a nice looking game.

thanks!
IBOL
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Posted: 6th Jun 2010 08:10 Edited at: 6th Jun 2010 08:33
here we are:
remodeled so the images are 32x32.
i like to number my images for easy loading,
but feel free to name them as you like

placeholder images are there at the download button.
after unzipping, please put the folder "gotg-ti" in whatever
folder you are compiling to / running from.

new code :


these are the 'numbers' i used for my images:


i hope this is what you meant...

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David Gervais
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Posted: 6th Jun 2010 14:23 Edited at: 6th Jun 2010 15:52
Hello again IBOL,

Are you using a background image? Do you need one? I might also make an intro (title) screen, Win Screen and Loose Screen.. I think that should cover all the bases..

Would you rather the win/loose be a floating panel? That way you could just stamp it over the play screen.

Just tossing ideas..

Cheers mate!

P.S. Would you mind terribly if I used Alpha channel .png images instead of .bmp?

EDIT: I've thrown in a few placeholder tiles myself.. sneak peek..



Some things I noticed.. the '1' tile (floor) is not being used. So you either need to make your code use it, or I'll need to adjust the floor to be black at all times. (would kind of spoil the theme I was aiming for) Also, you use a 'X' to show the player/monster being hit, but no placeholder for the 'X' exists. I could do a blood splatter for that one.


Other than that it seems ok.. are you planning to further develop this with more features?

Cheers v2.0

P.P.S.. I just noticed you have a 6.bmp that is not being used either. it's a letter 'M'. Just thought I'd point that out.

IBOL
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Posted: 6th Jun 2010 19:12 Edited at: 12th Jun 2010 05:40
david, looking better already! thanks.

i will try to address your points as you made them:

-i'm not currently using a background image, but it would be easy to put in, and would tie the whole thing together.
i would just make it 1024x768 to cover the whole screen, and make it the first thing pasted each sync, so that everything else goes over top. (done)
-win/loose floating panel would be nice, it adds to the feeling of continuity instead of the screen suddenly going blank. (done)
- .png is fine with me. (done)
- i will change the code momentarily to add the 'floor' tile. (done)
- the X hit thing, i didn't think of that. that will be image # 15 (done)
- my image 6 is used in the opening screen, where it shows you what letters are what, and it is a generic monster (removed)
- 'features' : what would you like to see? i could write a new program that is not inhibited by 20-line restrictions, after we finish this.

thanks, this is great!

hey hey! ho ho! 1100110!
IBOL
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Posted: 6th Jun 2010 21:47 Edited at: 12th Jun 2010 05:41
ok,

new placeholder images are at the download button
(it's the entire folder, so you can just replace it)

this version of the code will load and use .png files,
but if it doesn't find a .png, it will look for a .bmp,
so you can mix types and replace as you work.

transparency is ON for all dungeon images,
and OFF for all 'screens' (background, win, lose, title,etc.)

hey hey! ho ho! 1100110!

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David Gervais
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Posted: 6th Jun 2010 23:56
Good stuff IBOL, check your email.

Cheers!

IBOL
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Posted: 7th Jun 2010 03:02
the deed is done, the email is sent.
i am very excited and anxious to see what you send me.

hey hey! ho ho! 1100110!
PW Productions
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Posted: 12th Jun 2010 01:19
This was really fun, simple and interesting... Nice job

IBOL
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Posted: 12th Jun 2010 05:39
hey, PWP, thanks!
we're working on this, so check back in july.
and hey, looks like you and i share a location...

hey hey! ho ho! 1100110!
PW Productions
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Posted: 12th Jun 2010 07:04
Oh wow, just noticed that It's pretty accurate though, isn't it?

And I can't wait for updates

-PwP-

Thraxas
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Posted: 14th Jun 2010 12:33
This is incredible fun and incredibly addictive. Well done

Your signature has been [mod edited] :-p
IBOL
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Posted: 15th Jun 2010 06:09
thanks alot man, remember to check in july...
we have done a really nice job on this game i think.

hey hey! ho ho! 1100110!
bergice
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Posted: 17th Jun 2010 17:20
You should expand it and make a big adventure, this has potential!

IBOL
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Posted: 18th Jun 2010 07:33
hey, my friend,
what kind of features would you like to see?
what interests you most in a game like this?

thanks for checking it out!

hey hey! ho ho! 1100110!
Sharlenwar
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Posted: 18th Jun 2010 19:26
Since this game is going a step further, why not make it save the high scores? Maybe even allow the player to name their character.

Thraxas
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Posted: 19th Jun 2010 04:31
I was thinking an online high scores list... Where you could all aspire to beat my score but ultimately fail

Your signature has been [mod edited] :-p
IBOL
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Posted: 19th Jun 2010 21:24
well,
i just finished the high score list,
and now thraxas comes along,
and wants it to be online...

uuuhhhh.....

IDK...maybe...



hey hey! ho ho! 1100110!
BMacZero
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Posted: 20th Jun 2010 19:31
You asked for feature requests amigo.

Talairina
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Posted: 24th Jun 2010 14:22
This is wonderful. I'm constantly playing around with it trying to see what does what. I love your maze generation code. Only faults I have with it is items/monsters been placed behind an exit that can only be got to by walking 'through' the exit. Perhaps, rather than having the exit move you to the next level automatically, have the player press 'Enter' or another key to leave that Level. They can then pass through an exit safely to get items/monsters on the other side of it.

I loved this game, as well as few of your other 20 Liners (That Trading game is brilliant!). Great work!
IBOL
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Posted: 24th Jun 2010 16:30
hey thanks for playing,
yeah, i know about the stuff being placed behind the exit.

i have an updated version with that fixed, coming soon.
( but i never thought of just using a keypress to trigger it...
that's a great idea)

so check back in about a week,
and you should be very pleasantly surprised

hey hey! ho ho! 1100110!
Talairina
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Posted: 25th Jun 2010 00:50
I'm certainly curious to how you fixed it. I'm also curious in how you worked out the combat. I've tried reading through the source commenting on parts i think is right but I simply can't make heads or tails of it. I know your busy but is there a chance you could make some comments on the system? Such as which variables are for what and so on.

Keep up the work and cant wait to see how you've expanded this further!
IBOL
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Posted: 25th Jun 2010 06:54 Edited at: 25th Jun 2010 07:04
Talairina :

i know the variables are not obvious.
when writing a 20-liner, i streamline as much as possible,
and keep it in my head.

i commented this out more.
here is the entire *combat* part of the code:


here's how it works:


i hope this helps.
there is a much more commented version to be put up within a week probably, so look at that, and ask other questions if you want,
the more specific the better.

hey hey! ho ho! 1100110!
Talairina
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Posted: 26th Jun 2010 01:47 Edited at: 27th Jun 2010 04:37
Thank you so much for the explanation and the commented combat code. Very much appreciate it. I see now how it all works. Once more thank you and can't wait for a more commented version =)

Edit: Now that I've read and understood the combat code, I'd thought I'd change it up a little bit. Here's an outline of what I've done and I'll post the code changes themselves if you request them.

IBOL
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Posted: 1st Jul 2010 04:45 Edited at: 1st Jul 2010 05:01
wow, that all seems great.
if you end up changing the whole game to include these kinds of stats,
i'd really like to see it.
feel free to post here or somewhere else and give me a link.
............................................................

hey hey! ho ho! 1100110!
5 Full Games
Rich Dersheimer
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Posted: 1st Jul 2010 13:16 Edited at: 1st Jul 2010 13:18
This is really fun, great job!

There was a display problem with the end screen though. I've attached a screen shot. The scores are hard to read.



I know I'll be playing this a lot at work today!

Rich

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David Gervais
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Posted: 1st Jul 2010 17:00 Edited at: 1st Jul 2010 17:16
Rich, I'm gonna guess...



you do not have the chosen font installed on your system, that has thrown off the formatting of the text.

we need to test this..

Cheers!

Edit: it should look like this...


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IBOL
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Posted: 1st Jul 2010 19:35
* * * Here is the link to the long awaited upgraded graphical version:
http://forum.thegamecreators.com/?m=forum_view&t=171778&b=1

david, this is awesome!
is there any way to fix the broken link in the newsletter?

thanks to all,
bob

hey hey! ho ho! 1100110!
5 Full Games
David Gervais
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Posted: 1st Jul 2010 23:21
I let BatVink know about a few errors in the newsletter, I'm not sure if it can be fixed or not

Cheers!

Talairina
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Posted: 2nd Jul 2010 10:08 Edited at: 2nd Jul 2010 10:20
Here is the combat code. All the monster, weapon and armour data is stored in a .csv and loaded in to the game and placed in an array ready for use. Here's the array structure for the 3 types of data, I imagine you can throw data in it =).



Here's the actual combat code.



Here's some of the variables used by the code.



It uses the combat rules from below, (which is almost identical to the my previous post except one change)



I can't wait to hear your thoughts, suggestions, criticism etc on this code.
IBOL
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Posted: 2nd Jul 2010 19:30
my friend,
this is all brilliant!

you shouldn't be re-writing my game,
you should be writing your own

this has so much depth to it,
while mine was just made to fit what i could in 500 lines of code.

i am supposed to be working on a third version of this
(GOTG 3D) , and i had planned to add this kind of depth,
(actual weapons with different damage, different armors,
and stats/attributes for the player and monsters)

i won't use your system, but it's an inspiration!

as i said earlier , i would love to see your finished product,
or even test beta's.

keep it up!

ps: have you seen the newsletter version of the code? it is more commented, and contains more features.

hey hey! ho ho! 1100110!
5 Full Games
Green Gandalf
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Posted: 2nd Jul 2010 20:33 Edited at: 2nd Jul 2010 20:34
Very nice.

A game I can actually play - and finish.



Now to see if I can improve my score ...

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PW Productions
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Posted: 5th Jul 2010 17:53
Quote: "Now to see if I can improve my score ... "


You have much to learn, young Padawan

Rapidrory
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Posted: 31st Jul 2010 13:42
Awesome game! I have to say i have never been died once even on level Diff setting two. Really fun to play and quite adictive too

There is no such thing as "Too Fast!"
IBOL
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Posted: 2nd Aug 2010 08:02
i'm glad people are still finding this for the first time.
@Rapidrory ,
try the graphical version (link in top post).
it is more balanced, and the 'hard' setting really is quite hard to survive.

IBOL
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Posted: 19th Aug 2010 06:18
did i mention we're doing a 3D version of this ?
ooh..teaser...

Rich Dersheimer
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Posted: 19th Aug 2010 10:11
Quote: "did i mention we're doing a 3D version of this ?"


Screenshots?

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