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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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barbariansmsdosdosembergamedev
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  • CyningstanC Cyningstan

    Recently I released #Barbarians for #msdos, a simple strategy game about repelling a barbarian invasion in ancient times. This release was for the #DOSember Game Jam, a 3-month game jam for MS-DOS preceding the month-long DOSember streaming event for 2025. The rules stated that picking up "abandoned projects" was allowed, and Barbarians for MS-DOS was a project I'd put aside at the end of 2024; the jam was the perfect time to pick it up again. https://cyningstan.itch.io/barbarians-dos #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
    #2

    But the development history of #Barbarians is much longer than that. #msdos is the third platform for which I've released the game. The original version goes right back to 2010, when the game was developed for the once-popular range of pocket computers from #Psion, computers which are often sold short by being referred to as "PDAs." http://damian.cyningstan.org.uk/downloads/215/barbarians #gamedev

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    • CyningstanC Cyningstan

      But the development history of #Barbarians is much longer than that. #msdos is the third platform for which I've released the game. The original version goes right back to 2010, when the game was developed for the once-popular range of pocket computers from #Psion, computers which are often sold short by being referred to as "PDAs." 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
      #3

      The #Psion pocket computer for which the game was designed was the Psion #OrganiserII. This computer with an 8-bit HD6303X processor came in several models, from the CM with its 8k RAM and 16x2 character display, to the LZ64 with 64k RAM and a 20x4 character display. http://damian.cyningstan.org.uk/downloads/215/barbarians #gamedev

      CyningstanC 1 Reply Last reply
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      • CyningstanC Cyningstan

        The #Psion pocket computer for which the game was designed was the Psion #OrganiserII. This computer with an 8-bit HD6303X processor came in several models, from the CM with its 8k RAM and 16x2 character display, to the LZ64 with 64k RAM and a 20x4 character display. 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
        #4

        The game's design, even the latest #msdos version, is based around the limitations of the Psion Organiser II. These machines had a text-based display, but eight of the characters could be redefined. This gave rise to the main visual elements of the game: plains, forests, mountains, sea, cities, ruins, armies and barbarians. http://damian.cyningstan.org.uk/downloads/215/barbarians #barbarians #gamedev

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        • CyningstanC Cyningstan

          The game's design, even the latest #msdos version, is based around the limitations of the Psion Organiser II. These machines had a text-based display, but eight of the characters could be redefined. This gave rise to the main visual elements of the game: plains, forests, mountains, sea, cities, ruins, armies and barbarians. 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
          #5

          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

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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

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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

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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

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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

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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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