DestinyHunter for X16

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Xiphod
Posts: 578
Joined: Thu Apr 15, 2021 8:05 am

DestinyHunter for X16

Post by Xiphod »

DestinyHunter is a simple PETSCII-graphic game. I originally made this for the PET 4032 (hence why it uses 40-column mode).

In honor of 8-bit gaming: it has 8 stages, 8-directions of firing, monster names are 8 characters, there are 8 character stats, there are 8 spirits, and other themes of "8" throughout (like the 8x8 Taijiun symbol, stage-6 having 8 monsters, and 8 background types). The stages were setup like scenes from a play.

The game is playable and beatable (hence why I put it here in Downloads instead of WIP), but there are some in-work aspects on this X16 version (mainly, gamepad and sound support isn't there yet - which were features the PET version had).

This is a cc65 project, which took me some thinking to come up with a playable flicker-free solution in text-mode (at least for the 1MHz PET; at 8MHz on the X16, we can now probably use this "engine" at 80-col mode with no problem). The game is "self contained" in a single PRG (the maps are encoded and made part of the program data).

- The game is slightly challenging, but there is a bit of a surprise on the final stage that I think makes it worth it.
- There is a "flip" skill you learn after a while (based on number of movements plus number of arrows shot). But the instructions at the beginning don't tell you about this (that was intentional; you press "i" to use it once you've learned it). It was intended as a clutch skill for people doing speed runs.
- The screen "flickers" when you get hit.
- The combat is simple: if you get within the "scent" range of a monster, they'll chase after you for a bit, then it's just RNG of their ATK versus RNG your DEF if you get hit (so just run away or attack them quickly).
- There is a lot of "story lore" my daughter put into the first part of the game (re: spirits ringing chimes that form your character), which ultimately helps decide how much "persistency" you start with - but SPACEBARing through that is fine too (it decides some other things too).

Other info:
https://destinyhunter.org/1515-2/
https://www.youtube.com/watch?v=n0LiTMPaJ4E

PET source: (cc65 C and inline assembly)
https://github.com/voidstar78/DestinyHunter
(I'll put the X16 source eventually, probably as a different branch)

Try It Now!
Attachments
DHUNTER.PRG
(29.09 KiB) Downloaded 139 times
DHUNTER.ZIP
(12.92 KiB) Downloaded 148 times
screen_lv6.jpg
screen_lv6.jpg (64.19 KiB) Viewed 1895 times
screen_lv4.jpg
screen_lv4.jpg (172.37 KiB) Viewed 1895 times
screen_lv5.jpg
screen_lv5.jpg (183.68 KiB) Viewed 1895 times
Last edited by Xiphod on Mon Sep 25, 2023 5:08 pm, edited 3 times in total.
Xiphod
Posts: 578
Joined: Thu Apr 15, 2021 8:05 am

Re: DestinyHunter for X16

Post by Xiphod »

Game (mini)Maps.

And some game-related concept art my daughter did awhile back. The green in the eyes was in tribute to the PET green monochrome.
Attachments
petc64maps.jpg
petc64maps.jpg (169.36 KiB) Viewed 1890 times
rudra2.png
rudra2.png (598.89 KiB) Viewed 1890 times
chime_conceptart.png
chime_conceptart.png (400.84 KiB) Viewed 1890 times
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