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  3. Recently I released #Barbarians for #msdos, a simple strategy game about repelling a barbarian invasion in ancient times.

Recently I released #Barbarians for #msdos, a simple strategy game about repelling a barbarian invasion in ancient times.

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  • CyningstanC Cyningstan

    The map was confined to 240 squares to fit in with two limits: the 255 character maximum string length of the #Psion built-in programming language OPL, and the width of the display; the map was 16x15 squares on the 16-character models, and 20x12 on the 20-character models. http://damian.cyningstan.org.uk/downloads/215/barbarians #barbarians #gamedev

    CyningstanC This user is from outside of this forum
    CyningstanC This user is from outside of this forum
    Cyningstan
    wrote on last edited by
    #6

    OPL on the #Psion #OrganiserII had another limitation: there was no facility to write binary data files, so the game data had to be compatible with the Organiser II's database file format. That meant that strings couldn't use all 256 byte values, because some of those values were special characters in the database format. So many values were limited to 240 so that special characters could be avoided. http://damian.cyningstan.org.uk/downloads/215/barbarians #barbarians #gamedev

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    • CyningstanC Cyningstan

      OPL on the #Psion #OrganiserII had another limitation: there was no facility to write binary data files, so the game data had to be compatible with the Organiser II's database file format. That meant that strings couldn't use all 256 byte values, because some of those values were special characters in the database format. So many values were limited to 240 so that special characters could be avoided. http://damian.cyningstan.org.uk/downloads/215/barbarians #barbarians #gamedev

      CyningstanC This user is from outside of this forum
      CyningstanC This user is from outside of this forum
      Cyningstan
      wrote on last edited by
      #7

      A final limitation was partly down to the speed of the #OrganiserII, and partly down to my own skill limitations. Despite #Barbarians being one player against the computer, there was no AI as such. The computer moves at random, and the game was designed such that these random computer decisions were still a challenge. http://damian.cyningstan.org.uk/downloads/215/barbarians #barbarians #gamedev

      CyningstanC 1 Reply Last reply
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      • CyningstanC Cyningstan

        A final limitation was partly down to the speed of the #OrganiserII, and partly down to my own skill limitations. Despite #Barbarians being one player against the computer, there was no AI as such. The computer moves at random, and the game was designed such that these random computer decisions were still a challenge. http://damian.cyningstan.org.uk/downloads/215/barbarians #barbarians #gamedev

        CyningstanC This user is from outside of this forum
        CyningstanC This user is from outside of this forum
        Cyningstan
        wrote on last edited by
        #8

        When #Barbarians was finished on the #OrganiserII, I moved on to the 16-bit range of #Psion computers, the #Series3 and its related models (3a/c/mx, Siena and workAbout), updating the user interface and graphics to suit the new machines, but leaving the game play intact. These machines featured more memory, from 128k to 2 megabytes, and had graphics resolutions from 240x80 to 480x160. http://damian.cyningstan.org.uk/downloads/215/barbarians #gamedev

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        • CyningstanC Cyningstan

          When #Barbarians was finished on the #OrganiserII, I moved on to the 16-bit range of #Psion computers, the #Series3 and its related models (3a/c/mx, Siena and workAbout), updating the user interface and graphics to suit the new machines, but leaving the game play intact. These machines featured more memory, from 128k to 2 megabytes, and had graphics resolutions from 240x80 to 480x160. http://damian.cyningstan.org.uk/downloads/215/barbarians #gamedev

          CyningstanC This user is from outside of this forum
          CyningstanC This user is from outside of this forum
          Cyningstan
          wrote on last edited by
          #9

          Finally I ported the #Barbarians again to the 32-bit #Psion range, the #Series5, #Series7, #Revo, and third-party licensed versions like the Ericsson MC218, the Geofox One and the Oregon Scientific Osaris. For these machines I added connected textures to the map, a battle animation, and stylus control. http://damian.cyningstan.org.uk/downloads/215/barbarians #gamedev

          CyningstanC 1 Reply Last reply
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          • CyningstanC Cyningstan

            Finally I ported the #Barbarians again to the 32-bit #Psion range, the #Series5, #Series7, #Revo, and third-party licensed versions like the Ericsson MC218, the Geofox One and the Oregon Scientific Osaris. For these machines I added connected textures to the map, a battle animation, and stylus control. http://damian.cyningstan.org.uk/downloads/215/barbarians #gamedev

            CyningstanC This user is from outside of this forum
            CyningstanC This user is from outside of this forum
            Cyningstan
            wrote on last edited by
            #10

            All #Psion #gamedev of #Barbarians was during the year 2010. Psion had stopped making and supporting consumer pocket computers many years before, so attention for the game was modest. A couple of years later it felt like I was the only person interested in Psions, so I stopped developing games for the Psion range altogether. http://damian.cyningstan.org.uk/downloads/215/barbarians

            CyningstanC 1 Reply Last reply
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            • CyningstanC Cyningstan

              All #Psion #gamedev of #Barbarians was during the year 2010. Psion had stopped making and supporting consumer pocket computers many years before, so attention for the game was modest. A couple of years later it felt like I was the only person interested in Psions, so I stopped developing games for the Psion range altogether. http://damian.cyningstan.org.uk/downloads/215/barbarians

              CyningstanC This user is from outside of this forum
              CyningstanC This user is from outside of this forum
              Cyningstan
              wrote on last edited by
              #11

              At the end of 2012 I started developing games in assembly language for the #Sinclair #ZXSpectrum instead. I'd learned Z80 assembly language in my teens, decades before, but teenage me lacked the patience to develop anything serious in assembly language. Adult me would have lacked the patience to develop on the cassette-based Spectrum too, but by 2012 there were PC-based tools that made the process much smoother. https://cyningstan.itch.io/barbarians #gamedev #Barbarians

              CyningstanC 1 Reply Last reply
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              • CyningstanC Cyningstan

                At the end of 2012 I started developing games in assembly language for the #Sinclair #ZXSpectrum instead. I'd learned Z80 assembly language in my teens, decades before, but teenage me lacked the patience to develop anything serious in assembly language. Adult me would have lacked the patience to develop on the cassette-based Spectrum too, but by 2012 there were PC-based tools that made the process much smoother. https://cyningstan.itch.io/barbarians #gamedev #Barbarians

                CyningstanC This user is from outside of this forum
                CyningstanC This user is from outside of this forum
                Cyningstan
                wrote on last edited by
                #12

                I limited myself to the basic 16k #ZXSpectrum, to prevent feature creep, and decided that a good first #gamedev project would be a port of my Psion game #Barbarians. Being out of work at the time, this took me only a month to complete, and was based on the look of the 16-bit Psion versions. The gameplay remained the same, although the game now realises you've lost if the number of barbarians gets unmanageable. https://cyningstan.itch.io/barbarians

                CyningstanC 1 Reply Last reply
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                • CyningstanC Cyningstan

                  I limited myself to the basic 16k #ZXSpectrum, to prevent feature creep, and decided that a good first #gamedev project would be a port of my Psion game #Barbarians. Being out of work at the time, this took me only a month to complete, and was based on the look of the 16-bit Psion versions. The gameplay remained the same, although the game now realises you've lost if the number of barbarians gets unmanageable. https://cyningstan.itch.io/barbarians

                  CyningstanC This user is from outside of this forum
                  CyningstanC This user is from outside of this forum
                  Cyningstan
                  wrote last edited by
                  #13

                  Despite a lull in the Spectrum's popularity when the machine became obsolete, it had such affection among its former owners that its revival as a retro platform in the 2000s has allowed the #ZXSpectrum to maintain its popularity to the present day. So in 2012 when I released #Barbarians, the game attracted much more attention than the original Psion version ever did. It got some video playthroughs, and even a review in the Crash magazine annual! https://cyningstan.itch.io/barbarians #gamedev

                  CyningstanC 1 Reply Last reply
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                  • CyningstanC Cyningstan

                    Despite a lull in the Spectrum's popularity when the machine became obsolete, it had such affection among its former owners that its revival as a retro platform in the 2000s has allowed the #ZXSpectrum to maintain its popularity to the present day. So in 2012 when I released #Barbarians, the game attracted much more attention than the original Psion version ever did. It got some video playthroughs, and even a review in the Crash magazine annual! https://cyningstan.itch.io/barbarians #gamedev

                    CyningstanC This user is from outside of this forum
                    CyningstanC This user is from outside of this forum
                    Cyningstan
                    wrote last edited by
                    #14

                    Fast forward to 2024 and I decided the time was right to prepare the groundwork for an #msdos version of #Barbarians. I've been doing MS-DOS #gamedev aimed at early #cga #ibmpc machines since about 2020, and had already ported my third ZX Spectrum game Ossuary. I have more advanced ideas for ancient warfare than Barbarians, so I decided to start work on an MS-DOS port before the idea gets eclipsed by a more complex game on the same subject. https://cyningstan.itch.io/barbarians-dos

                    CyningstanC 1 Reply Last reply
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                    • CyningstanC Cyningstan

                      Fast forward to 2024 and I decided the time was right to prepare the groundwork for an #msdos version of #Barbarians. I've been doing MS-DOS #gamedev aimed at early #cga #ibmpc machines since about 2020, and had already ported my third ZX Spectrum game Ossuary. I have more advanced ideas for ancient warfare than Barbarians, so I decided to start work on an MS-DOS port before the idea gets eclipsed by a more complex game on the same subject. https://cyningstan.itch.io/barbarians-dos

                      CyningstanC This user is from outside of this forum
                      CyningstanC This user is from outside of this forum
                      Cyningstan
                      wrote last edited by
                      #15

                      But in early 2025 I picked up my #cga roguelike #gamedev project for #msdos The Chambers Beneath again, which I'd been working on since 2021 and put aside to avoid burnout. The Chambers Beneath was released in July 2025, and shortly afterwards, the #DOSember game jam was announced. Since abandoned projects were allowed for this non-competitive jam, I thought #Barbarians would make a good entry. https://cyningstan.itch.io/barbarians-dos

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