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Usborne Dungeons of Doom RL

This is my adaption of Dungeons of Doom (for Commodore 64) from Usborne's wonderful Write Your Own Fantasy Games book from circa 1985.Goal: get to the end, and pick up the Idol. Major deviations from the original in the book: merged the separate character creation program into the main gamereplaced the separate dungeon generator program with a procedurally generated dungeonmade the game turn based rather than real timecompiled the game with Blitz Basic Minor changes: added a stats screen which shows available spells & itemschanged movement to use the IJKM keys or arrow keys, rather than turn left/right and move forward/backfixed some bugs, including the omission of flail and shield in combat calculationsoptimised for speed where ever possiblemore messaging How to play: Character Creation:If you skip character creation, you will use the last character created, or the pre-generated one on the d64.Class is determined by stats, so shuffle your stats around until you get the desired class.Keys:A/Z/up/down : move cursor up and down+/-/left/right : increase/decrease quantitiesSpace : next page Main game keys:IJKM / Arrows : moveA : attack nearest monsterC : castG : get item standing onP : drink a potionR : reveal (requires a torch)Z : statsSymbols/tiles:Spell & Numbers:The Necronomicon grants access to spells 1 to 3, while the scrolls give access to spells 4 to 6, both of which must be purchased during character creation.When casting a spell, you will be asked to consult the lore, so consult the following:Superzap: instantly kills active monsterSancturary: creates a safe place where the character is standingTeleport: teleports character to random position, but only works when that location is vacantPowersurge: gives a huge temporary boost to strength and vitalityMetamorphosis: transforms whatever is in the current location to some other objectHealing: restores strength and vitality to original values Attached files:.d64 with the compiled game, a pre-rolled barbarian & BASIC source for use with your favourite emulator or real Commodore 64.zip with CBM PRG Studio files - I have many annotations in the source which you may be interested inTodo:sound is not optimised for compilation and probably plays fastonly one monster can be active at a time. One improvement I didn't get around to is if you step on a monster then activate that and sleep any others.in one rare instance one generated map couldn't be fully navigated, though pains have been made to avoid that happening againthere is no error checking if the HERO character file is not presentLink to the book: https://drive.google.com/file/d/0Bxv0SsvibDMTel93SThEYkJkZHc/view?resourcekey=0-...More Usborne books:https://usborne.com/au/books/computer-and-coding-books Embedding c64 programs in the browser:https://lvllvl.com/c64/

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