DestinyHunter for X16
Posted: Mon Sep 25, 2023 6:10 am
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 I originally made this for the PET 4032 (hence why it uses 40-column mode).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!
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!