A downloadable game for Windows

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UnPabloQuest is fork of great Cebollino's PabloQuest. When I was working on UPQ I focused on bugfixes, technicals, and adding more randomization to the game.

The plot is really simple - you are living in world which is in danger. You need to head to dungeons and slay chaosmakers to restore peace in the land!

UnPabloQuest's world have three types of map:

  • wilderness (randomly generated world, created using heightmap)
  • towns (also generated using procedures; in towns you can hire mercenaries, rest after dungeon raids, buy and sell goods)
  • dungeons (procedurally generated, of course)

UnPabloQuest also features dynamic day / night cycle, boss fights, treasure rooms, etc. The game can be easily adjusted by changing config file (three styles of display and ten font types).

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    Click download now to get access to the following files:

    UPQ_R8a.zip 11 MB

    Comments

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    Cześć Vedor (I think you are Polish, right?). I'm having a lot of fun playing UPQ, good job on creating this.

    I have a question related to your game. Do you perhaps have an article/tutorial somewhere on how the open world in UPQ is generated? I am currently working on my own RL with random world generation, and my script uses heightmaps as well, but right now it's very costly, and for a 200x200 tile map, the calculations take almost a minute to complete.

    I understand if you don't share your code publicly, but even writing something about the overall logic of the script would help a lot :)

    Once again, great game, looking forward to playing the rest of your RLs.

    Cześć, mohaxomaxa. You are right, I'm Polish :) Thank you for your kind words! But most of credits should go to Cebollinos, original creator of PabloQuest - I made only minor changes, tweak here and there.

    Source code is freely available, ISC licensed, and it's included in game archive in source subfolder.

    Btw, just noticed that I should fix some huge grammar mistakes in changelog...

    (2 edits)

    Ach, rzeczywiście, widzę teraz kod źródłowy. Nie znam pythona, więc ciężko mi odcyfrować dokładnie co tu się dzieje, ale może to dobra okazja, żeby się trochę oswoić z syntaxem. Jeśli dobrze w tej chwili rozumiem to logika jest mniej więcej taka:

    1. dla każdej komórki na mapie przypisywana jest losowo wartość od 0 do 100,
    2. dla każdego z sąsiadów danej komórki sprawdzane jest czy sąsiad posiada większą wartość niż komórka, i jeśli tak to komórka uzyskuje wartość, która jest średnią arytmetyczną jej wartości i wartości komórki sąsiadującej,
    3. dla każdej komórki w zależności od jej końcowej wartości przypisywany jest typ terenu (np. woda <4, równina <8 itd.)

    Dobrze rozumiem?

    EDIT: Also - just to calm your conscience - I looked through the changelog, and maybe it's not 100% correct English, but I think it's more than readable :)