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Realms of Quest VI for the Commodore VIC-20 progress thread (currently in early planning stages, or I wish I had more free time)

hitfan

Double Sided Games
Developer
Joined
May 15, 2009
Messages
310
1655708090304.png

(this is just a mockup)

Note to mods: feel free to move this to the appropriate section of the forum, if you feel that it is appropriate.

Dislcaimer: I haven't officially started working on this game yet. I'm mostly dabbling, working on a font (inspired from Diablo, but with some differences) and graphics. Regarding the graphics--I've decided that I want to go for a more authentic feeling where I will work on them pixel-by-pixel as opposed to just simply digitizing images that I find on the internet. While this might take longer, I think the aesthetic will be more consistent and will resemble an actual 1980s RPG game. Take note of the red dragon--I drew it entirely by hand using GIMP, and then converted it to VIC-20 graphics format.

I modified the graphics display routine so that I can show 13*13 characters instead of 11*11. This does mean that I have to sacrifice the lower case characters because more graphics memory will be dedicated to images. Having lower case letters in Realms of Quest V made sense because text was an important part of the game. This time around, I would make Realms VI into a dungeon crawler (it actually takes place in a tower), so there won't be as much importance ascribed to text.

One feature that I want to implement is graph bars to depict health and magic levels (instead of numbers). This will make it better to convey the information of the entire party in a broader and clearer manner.

Realistically, I have about 1-2 hours of free time per week to work on this right now. At the pace that I am going, it might take me about 10 years or so to complete it
:)


Anyway, I will be mainly posting progress updates on my Twitter feed here: https://twitter.com/hitfan2000
 

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