Game Development Reference
In-Depth Information
Adventure is probably the most direct predecessor to something like he
Legend of Zelda —a game in which you explore a large map, fight mon-
sters, traverse mazes, and solve puzzles to succeed.
Home computing also became much more widespread during this
time period, with all kinds of computers just aching to run some games.
Computers like the Apple II, the Commodore 64, NEC's line of PC com-
puters, Atari's 8-bit computers, MSX, and more. Further, a sort of “cot-
tage-industry� of game developers started to take root, mailing out their
programming instructions so that people could play their games on their
home computers.
One of these developers was the now-famous game designer Rich-
ard Garriott, who created the first game in the Ultima series, Akalabeth:
World of Doom , on an Apple II computer in 1980. This was a game that,
like Dungeon before it, would strive to recreate (to some extent) the ta-
bletop game Dungeons & Dragons . We'll see this theme popping up again
and again in video games, continuing even to the present day.
I also have to mention Rogue , the inspirational dungeon-crawling
game created in 1980 by Michael Toy and Glenn Wichmann on a Unix
system at UC Santa Cruz ( Figure 19 ) . Rogue has since spawned over
three decades of games inspired by it—so heavily inspired, and so proud
of this fact, that they are referred to as roguelikes. They are notable for
their randomly generated maps, turn-based combat and movement, and
score-based play. My first commercial game, 100 Rogues , was indeed a
roguelike and many of its basic premises can be traced back to Rogue .
B
Level : 1 Hits : 13(14) Str : 16(16) Gold : 0 Armor : 5 Guild Novice
Fast
Figure 19 . he game Rogue .
 
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