Name | Modified | Size | Downloads / Week |
---|---|---|---|
Parent folder | |||
readme.txt | 2018-09-17 | 3.2 kB | |
dos.zip | 2018-09-17 | 44.8 kB | |
win32.zip | 2018-09-17 | 480.0 kB | |
source.zip | 2018-09-17 | 15.0 kB | |
Totals: 4 Items | 543.0 kB | 0 |
Quest for Duodecum -=-=-=-=-=-=-=-=-=- A small roleplaying game by Mark Tuson. This software is licensed under the GNU GPL. Story:- Magic has been stolen from the Twelve Isles by the demon Maleo, who has hidden away in his lair on the smallest and most distant of them, the island Duodecum. You, Hero, have journeyed hard through the other eleven islands, and have just climbed ashore on Duodecum... to find it's almost completely empty, because I haven't finished writing the game yet. Quick Guide:- The distribution is now two self-contained .zip files - one for DOS and one for Win32. Just download, extract, and go. The engine is pretty much the same under the bonnet as version 17 was, however I've done a huge lot of work to give the game an actual interface. So, no, you can walk around with the arrow keys, open a menu with <SPACE>, and exit most menus with either <SPACE> or <ESC> - there may be some that I've forgotten to write both in, so for the time being, if one doesn't work, try the other. That said, there is still pretty much nothing to do here except walk around, have a few fights, and maybe buy a knife and some potions and stuff. Changelog:- (Current version: 19b) 19a: - Moved foe initialization into a single routine. - Removed hardcoded map filenames. It should be possible to have as many maps as I want now. - Added a bunch of enemies and made it easier to initialize new battle areas. 19b: - Made enemy attacks a little more random and made it more likely that they will attack first in a battle. - Introduced towns into the code and written a single demo town. Previous versions:- I don't know there the changelogs for versions 1 to 16a have gone... 17a: - Tidied the code so it no longer looks like a crime scene. - Added external maps. Need to work on variable size maps now. - Removed the huge ugly equip menu item in favour of equipping weapons (and armour in future) directly from the main prompt. 17b: - Changed save format to reflect changes in code structure. - Fixed up some fuxed-up code in the battle routines. 17c: - Made level-up code repetitive (to allow multiple level-ups following battles that give a lot of experience) and tweaked the algorithm slightly to make it more even. - Rewritten the shop to make it a simple command-driven thing, rather than the ugly PoS it was before. 18a: - Made interface visual instead of text-only. - Made maps swappable. - Added Final Fantasy -style battle interface. 18b: - Tested map screen menus, looked too plain. 18c: - Changed Final Fantasy -style interfaces for one of my own design. - Made saving nicer. - Completed menus in battle. - Added menus for the map screen. 18d: - Tidied. - Added file error handling for save files. Will do this for map files too at some point. Future plans: 20: complete map tile assignment numbers and write map editor. 21: make the map full-size. 22: improve/add weapons and magic. 23: improve/add items. 24: add some enemy AI. 25: actually integrate the story.