Difference between revisions of "Chambers RL"
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== | {{game-stable | name = Chambers | ||
|developer = [[Ryan Boyd]] | |||
|theme = [[Dungeon Crawl]] | |||
|influences = [[Rogue]] | |||
|released = 2013 | |||
|relver = 1.0 | |||
|updated = March 14, 2013 | |||
|updver = 1.1 | |||
|licensing = MIT | |||
|language = [[z80 ASM]]/Axe Parser | |||
|platforms = [[TI-83]]/[[TI-84|84]]+ | |||
|interface = Grayscale graphical tiles | |||
|site = https://github.com/ryanboyd/ChambersRL | |||
|length = ~1 hours | |||
}} | |||
Chambers RL is a [[coffeebreak roguelike]] for Silver Editions (i.e., 15MHz models) of the [[TI-83/84 | Chambers RL is a [[coffeebreak roguelike]] for Silver Editions (i.e., 15MHz models) of the [[TI-83]]/[[TI-84|84]]+. Programmed by [[Ryan Boyd]] (former [[Roguelike Radio]] editor and panelist) using Axe Parser 1.0.5, the compiled assembly code clocks in at just over 21 kb. Released in March of 2013, the game spent just over 1 year in development. The game is themed around constraints, including movement directions, inventory size, room size, program size (had to fit in RAM on a TI-83+ SE), and so on. | ||
Features | == Features == | ||
* 3-level greyscale | * 3-level greyscale | ||
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* Static, 1-screen rooms with 2 alternative "dangerous" conditions in each room | * Static, 1-screen rooms with 2 alternative "dangerous" conditions in each room | ||
* Multiple challenges for extra ending material | * Multiple challenges for extra ending material | ||
[[Category: Coffeebreak roguelikes]] |
Latest revision as of 11:11, 5 June 2021
Chambers | |
---|---|
Stable game | |
Developer | Ryan Boyd |
Theme | Dungeon Crawl |
Influences | Rogue |
Released | 2013 (1.0) |
Updated | March 14, 2013 (1.1) |
Licensing | MIT |
P. Language | z80 ASM/Axe Parser |
Platforms | TI-83/84+ |
Interface | Grayscale graphical tiles |
Game Length | ~1 hours |
Official site of Chambers |
Chambers RL is a coffeebreak roguelike for Silver Editions (i.e., 15MHz models) of the TI-83/84+. Programmed by Ryan Boyd (former Roguelike Radio editor and panelist) using Axe Parser 1.0.5, the compiled assembly code clocks in at just over 21 kb. Released in March of 2013, the game spent just over 1 year in development. The game is themed around constraints, including movement directions, inventory size, room size, program size (had to fit in RAM on a TI-83+ SE), and so on.
Features
- 3-level greyscale
- Menu screen
- Monster types of different power / abilities
- Items such as strength boosts, teleporter, etc.
- Static, 1-screen rooms with 2 alternative "dangerous" conditions in each room
- Multiple challenges for extra ending material