Rog by 8x14 announced November 16th, 2019 Pronounced as Rogue |
Rog is a hypothetical adventure that reflects what a Roguelike for the Commodore 128 would appear as. The above image is an example of character usage in petscii.
About this version of Rogue: Designed for the C128 [and maybe C64, C+4 and the Vic20] R128 pits the adventurer against an underworld of baddies and battles in true graphical ascii format as it was meant in the 1980s. No pre rendered images, all character-based graphics. A 40 Column mode for PC Dos version is being designed. Premise; Necklace of Yew Inside the Palace of Wels, a prized opalescent item sits upon a podium. The Necklace of Yew. It dates to an age before history was recorded. It is a symbol of humanoid kind over the goons. The master of these goons is an unseen entity, dubbed the Cloaked Figure. Chapter 2; Preemptive Not once has humanoid kind ever been surpassed by the goons of the wilds. But, the Cloaked Figure intends to change all that. A bounty spearheaded at the highest court has announced that the Cloaked Figure to be public enemy number one. The wanted poster denotes the plans of the Cloaked Figure to take the Yew Necklace from the Palace and destroy it in the dungeon depths in an uncanny ceremony. Chapter 3; All the Monarch's Kinauts Trained men in the Vast Lands were unable to descend into the lairs below a certain point. Ambushes organized by enemies prevented most from reporting back to the surface. The underground catacombs housing the cloaked figure gained the reputation as being the Dungeons of Doom. ''It's their hole, they can tact it anyway they want. They know it like the back of their hides.'' Chapter 4; The Good, the Greys and the Goons All the 'King's Men' where 'Good', they lost. Even though some were kobolds, orcs or goblins. All the goons and some elves and hobbits who dwell within the walls of the doom dungeon are 'Evil'. The Cloaked Figure has eyes, ears and olfactory at his disposal. Of course, anyone who works for the Monarch seeking the necklace is good and thus will be dispatched swiftly, even in sizable groups. Evil aligned ones whether it be humanoid or goon, they are in conjunction with evil, having free reign in the underground. But what about the Ugly? Good and Evil are distinctive from one another, their motives are transparent. Neutrality however is Ugly, it is translucent. Characters that are neutral are not allied with the Monarch or the Underground, they don't have the reputation of being in conjunction with the surface out to defeat the cloaked figure, or serve them. At any rate, neutral characters can descend the dungeons of doom with only some hesitance or hindrance. Chapter 6; Misfits, or lack there of. Over the weeks, some individuals of the grey order have set up shop underneath the turf. Some are healers, men with poles that have a leather snake wrapping around them. There are the pygmy type, faeries and gremlins whom idle around inaccessible passageways. Maybe an apothecary or two. And then there are the Rogues. They are known for not taking sides. Pre Epilogue Chapter 7; Cavitation There is a majority of sizes of the rooms and passageways within the labyrinthine deep. Ubiquitous dangers include, but are limited to traps, . |
2 of 9 Environment | Rockwall Floor Gate Door B Liquids G P S W T P D F T T |
2B of 9 Environmental Liquids Shallow water to mud is considered Pond[s]. Thus kelp and plants hang around. | Waters (4 of them) Shallow: Ok to ford in for any one. Deep: Acts as a barrier for the rogue. Frozen: Rogue slides until any terrain is reached. Murky: Can act as shallow or deep. A spreading of murky water is random... Caustic Goo: A sheet of acid is sprayed in the adjacent area of a trapped treasure chest. Mud (Multi User Dungeon (Just Kidding)): Much as with shallow water, but rogue's speed of movement is halved whilst half of 'em is submerged. Magma: Walk in, die. Nothing complicated. Luckily these are present on the lowest lair. Thus lava is a indicator of the Necklace of Yew's proximity. Unknown: Strange thick fluid that could be alive. Fluidic Spikes: Most of any creature takes damage whilst in. Tar: Varies in temperature, from tepid to piping hot. Hotness is correlated to damage dealt whilst rogue is in. |
3 of 9: Entities & NPCs | Rogue: The character controlled by the user. Asclepius: A monk or statue that opens a menu of healing options (Heal wounds, remove cursed item...). Apothecary: Glyph is of a chemist's still. Gremlin: NPC Rogue can hire to crawl thru tunnels. Pixie: NPC Rogue can hire to fly thru conduits. Cloaked Figure: Unknown... Owl Idol of Wisdom: Offers advice to beginners. |
4 of 9: Items | Bota: Potion Script: Scroll Gold: For NPCs Pack: Small and Large Inventories Sword: Attacking Dagger: Attacking Axe: Melee and Thrown Bow: Increases arrow power Arrow: Can be thrown w/o bow Crossbow: Major arrow damage Shield: May deflect attacks |
Alpha 5 of 9 Hostiles | To the left are variations of colored creatures of the same glyph. The Salamander can be summoned by the rogue and consumes any warms. Wave Worm: (or Warp Worm) Warps All over the lair randomly every 1 to 6 turns. Skips a move 1 in 6 chances. |
Cogito = opens doors, gates. Rank 1 Fodder, mostly harmless
All of these won't attack the rogue at first. They become [maybe temporarily] hostile only after a melee attack, but from ranged assail they flee. Dwelling in the beginning of the dungeon, all Rank 1 beings can be bypassed by the rogue [position swapped [rogue trades places with the foe]] if they block a tunnel.Asp; A little snake. Will spend 9 turns idling and 9 turns moving randomly. These creatures slithered from the surface. Kelp; A sea plant seeking moisture. These will wonder slowly [1 move every 6 turns] around the floor randomly until they are adjacent with a pond. Moth; Dusty wings, furry body, it nips and gnaws. These move about quite fast, 1 move every turn until they are adjacent with a wall. After double digit turns they will fly randomly once more. Spider; Spins silk to web foes. These move once every 3 through 9 turns. When attacked they spew a web in the direction of the rogue, forming it adjacent with them. They can move every turn when hostile. Brr: Ice Monster. Rank 2 Neutral, attacks a few rounds or repeatedly when provoked Oobleck Blob; Asymmetric round lump of a peculiar substance. Navigates with Oleic acid. Takes little damage regardless of weapon used. Totally vulnerable to magic. Can pass through gates, but not doors. Plank Ward; A mishmash of wood boards concocted to be an animated sentry, but is presently a formerly owned wanderer. Rank 3 Hostile, seeks rogue when nearby Skeleton; Those that descended 'into the dark' have adapted by striping all flesh and being permanently content with hunting the mortal. Can open and go through gates and doors. Hydra; Two headed serpent sprays caustic slick onto armored heroes. These may attack most foes. Unable to pass through doors and gates, but can spew its acidic jets through gates. Mercenar: (Yes, mercenary incorrectly spelt) A rogue gone rogue, rather the chaotic version of a rogue. Tends to attack with ranged weaponry, but seldom chooses to melee with daggers. May use magic sparingly, but effectively. Can open doors and gates. Reptilian: Bipedal swordsmen with an apatite for minced mammal meat. These are also goblins [dark green], grues [bright green] and gnolls [brown]. Can open and pass through gates and doors. Isomancer: Spells, Scrolls, Potions, they use them all. These guys have few HPs, but high AC. Can open and pass through gates and doors. Rank 4 Menace, seeks rogue immediately Priest of Darc: Self expelled to the deepest bowels of earth, these exiles practice corporal-severance as an edict by their master. Can open and pass through gates and doors. Cave Phaser; Emerges through walls to haunt the player. Can pass through gates and doors. Robed Spectre; Attacks at any range when it moves in alignment of the rogue when no walls are in between. They are a 'sentient gear'. Can pass through gates and doors. Mystery Foe; [Cloaked Figure] Grandest Master of the mazes. Cantankerous. Can pass through gates and doors. |
Fungus Foe: A creeping creature that can take over an entire lair. The core will spread its tentacles over most of the maze lair to find the shortest route to a food source. The fungus will abandon the longest route but will leave residue behind. The active short route will pulse with colors. |
Swarms These are a cross-over of creatures and tiles. They can't be attacked by any weapon, but are weak to xepix. The characters used is same as walls cycles colors Swamp Swarm: Greens and blue. Gnawing Gnats: Reds and browns. Stone Swarm: 4 shade monochrome. Spectral Swarm: All. | Swamp Swarm Gnawing Gnats Stone Swarm |
Asclepius (or Aesculapius) is a stationary scrupulous NPC that can heal the rogue or cure ills. These have a 1 in 6 chance to appear in each lair. Cloaked Figure; The antagonist. Appears and disappears at a distance letting the rogue know that it waits for 'em in the lower depths. Gremlin; A quarter of a tile, can crawl thru tubes. These buggers can be hired [and controlled] by the Rogue to traverse 4 pixel by 4 pixel tubes that occupy the mid-lairs. Similar to the pixie, the amount of quartz is = to the lair depth. Chemist; Buy, sell, trade, create botas to boost Rogue's attributes. Pixie; An eighth of a tile, these faeries fly thru 2 pixel by 2 pixel conduits for the rogue in order to trigger the movement of gates, walls and misc [opalescent] events. These foes are indicators of soft walls [hidden doorways]. Warm Worm; Hot orange glowing parasitic foe. Wood worm; same as warm worm, comes from ruined doors along with wreckage. Wild Worm: Hyper fast. Wave Worm: Tends to warp. Moss Moth; Occupies top lair in dungeons, bottom layer of keeps, bog mires. Moat Moth; Ponds, bog mires. Maw Moth; Tiny thing, until you run into it and its mouth enlarges to the size of a boar. Then its fangs will be the last thing you see. Mort Moth... You don't want to know. These can not be dispatched, only ran from. Don't let them get close. Diagonal Divide; Tunnel tile sections that intersect one another but remain separate. 4x4 Tunnel Tube; These lead to isolated rooms that can only be accessed via the gremlin. The isolated rooms [chambers] may have hazards, foes, triggers and may be mini mazes them selves an addition to the networks of the tubes between the lair and the chamber, and an item that can be retrieved for the rogue. |
Moss Moth: No effects. Moat Moth Maw Moth Mort Moth; Prevents score and rank gain, go to an Asclepius to heal. |
Strained = -Strength
Arrow = 1 dmg Narrow=5 dmg Sparrow=9dmg Gyro=7dmg, any targets in a row. |
Rations Type I Slime Mold Type II Gruel Type III Stale Type IV Normal Type V Protein |
January 4th 2020. I've begun WinVICE to begin development on Rogue 128. It may be possible to create it in a way that is compatible with Vic20 and Plus4. But they would be separately created cartridges. |
Feb 18th 2020. Null Knoll.
Enchanted Forest; Dreadful place, treasure chests already looted, booby traps are frequent, goblins and gremlins, trolls and gnolls. Temple Tomb Mild: Can use doors and stairwells. Wild: Can't use doors and stairwells. Reptilian; low int, high str. Goblin; high int, low str. Grue; high on both. |
Subsurface; upper lairs.
Catacombs; mid lairs.
Rock bottom; lowest lairs.
Salamander; [East] eats worms.
Feb 18th 2020; Glossary |
Rubble; from destructed rockwalls.
Expansion Pack (Bag of Holding): Allows as many items to be stored.
Expansion Pack (Bag of Holding): Allows as many items to be stored.
O | O |
December 18th, 2023; I discovered https://petscii.krissz.hu a great in-browser PETSCII character painter. |
Indicative Illustration |
Lair; Map fields in underground. Dungeons, Caves, Mine Shafts... Layer; Map fields of above ground. Towers, Castles, Keeps... |
Bota Fluid containing item. The replacement for potions, flasks, bottles. |
⚕ + | Rod of Asclepius; Dollar Sign $ Plus Sign: Our reality intercepting a supernatural realm. |
Mini Maze for exiled trails. | O | O | O | O |
https://youtu.be/DuJ4tLcsMhE | O | O | O | O |
Skeletal Spikes...Caduceus is the symbol for demise(?)
Attributes for Rogue are:
Intrigue