Quest for the Unicorn
Quest for the Unicorn | |
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Stable game | |
Developer | Mike Riley |
Theme | Fantasy |
Influences | Rogue |
Released | 1990 (1.0) |
Updated | 2009 (5.0.0) |
Licensing | Originally shareware, now freeware |
P. Language | Turbo Pascal,c |
Platforms | DOS,Linux |
Interface | Graphic tileset, Keyboard |
Game Length | |
Official site of Quest for the Unicorn |
Quest for the Unicorn was my second foray into rogue-like games. I began writing the original version in the late 80s and released version 1.0 around 1990.
Quest for the Unicorn was based upon the engine that I had written for The Land. I had updated the engine to support a more expansive world than what the original engine could support. The engine for The Land also had a lot of hard coded values in it which I had moved off to the data files for Quest for the Unicorn, making the engine more generic in case I were to ever use it again for another game of this type.
Features
Unicorn's expanded engine now supported a world of 400x300 tiles divided into 12 districts of 100x100 tiles each.
More than 60 dungeons were added to the world for exploration, however only about 5 are actually needed to finish the main story line, all the rest contain powerful artifacts that could help the player.
Like its predecessor The Land, Unicorn provides an automapper in the lower right corner as well as a message log containing any messages given by NPCs or found in scrolls.