Rog40 and Rog128 (Rogue-like for DOS and the Commodore 128)

Rog by 8x14 announced November 16th2019
Pronounced the same as Rogue

Rog is a hypothetical work of art that reflects what a Roguelike for the Commodore 128 could look likeThe 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.

Abundant ambient sid music. YT link for example.
Useful and not repetitive sound effects.


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 Enviroment
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.

2C of 9 
Environmental Debris
All of these are pretty harmless, they don't impede the rogue. They are pretty much floor

Bones: Decorum. Found on lairs below 2. Remains of previous rogues who'd gone befort thou?
Wreckage: 1 or 2 of these glyphs are created when a door or boarded-up door is blown away.
Rubble: Powerful explosions can blast away rock walls.
Web: Spiders are near by.
Plants: Decorum rarely around water in the top lair.

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...


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.
Creatures

November 23rd, 2019. Mobs utilizing actual commodore 64 colors.
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

 Tiles 
This section added December 7th, 2019

Floor, Dark Green; The rogue, NPCs, foes and items occupy.

Wall; Stone bricks, cave rock, nothing but one mob can occupy.

Door; Wooden archway is only open when an entity occupies it.
Various mobs can't pass though.

Debris; these tiles inhibit movement. Attacking them destroys it.
White, bones.
Wreckage [Wood or rust], browns, reds.
Rubble, Dark Grey.
Web, Light Grey.
Plants, greens.


Pit; Harms rogue by dropping em' a lair lower.

, Hazard; Any number of traps.
1 Spear Spring; Causes harm to rogue 1 thru 6 damage.
2 Goo; Causes rogue to be immobilized for 1 thru 6 moves.
3 Whistler; Attracts foes of any rank to rogue.
4 De armorer; Damage rogue's equipt armor by 1pt.
5 Appetizer; Causes hunger to rogue.
6 Powder Keg; Causes 2 thru 12 damage to rogue, causes spin [confusion] to rogue, causes foe attraction to rogue.

Conduit; 2 pixel by 2 pixel wide ways.
Pixies under the commission of the rogue can traverse these.

Passageway; Downstairs=less than, Upstairs=greater, up or down=Z.

Fountain; Many facets. Enhance equipment, get holy water...

Fluid; Shallow water, deep water, magma, tar, goo...

Container; Treasure Chest, barrel, table, shelf, cupboard, box, crate, alcove.

Warper; Appear in horizontally aligned warpers. These teleport the rogue around a lair.
 
Gate; As are doors these can be sealed but not destroyed and gates can be seen thru by the rogue or most foes.

Armour; Stationary item, these can be dropped or equipt but not stowed. They are as follows;
Mushroom Lether AC+1
Stud Lether AC+2
Scaled Lether AC+3
Iron Chain Mail AC+5
Mithral Chain Mail AC+7
......
Leather Vest ac+1
Leather Shirt ac+2
Leather Coat ac+3
Leather Suit ac+4
Chain Mail ac+5
Mithral ac+7
Plate Mail ac+8



December 7th, 2019 Creatures II

Rogue; The protagonist, number pad moves em in all eight directions.

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, must go to Asc..

Strained = -Strength
o
Loot

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
Tunnel

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.
Subserface; upper lairs.
Catacombes; mid lairs.
Rockbottem; lowest lairs.

Salamander; [East] eats worms.

Feb 18th 2020; Glossary
Rubble; from destructed rockwalls.

OO

December 18th, 2023;
I discovered
https://petscii.krissz.hu
a great in-browser PETSCII character painter.
Indicative Illustration
This post has no relation to https://github.com/rogue128
Lair; Map fields in underground. Dungeons, Caves, Mine Shafts...
Layer; Map fields of above ground. Towers, Castles, Keeps...
Tan Traditional Handmade Bota WineskinBota

Fluid containing item.
The replacement for potions,
flasks, bottles.

+
Rod of Asclepius; Dollar Sign $
Plus Sign; That is our reality intercepting the supernatural.
Mini Maze for exiled trails.OOOO
https://youtu.be/DuJ4tLcsMhEOOOO

Rog40, for DOS in 40 column screen mode

Ladder: These allow previous and next lair travel.
Stair to next lair.
Stair to previous lair.

Liquids, walls.
Swaps between two glyphs and inverts colors.
o
Rogue

Floor

Ring

Asclepius


oo
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