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Game 15 Unit 16 of 32 1 hr learning time

Ten Floors

Wire up all ten dungeon floors with escalating difficulty and a victory condition — the Phase 1 milestone.

50% of Dungeons Of Dorin

Every system from Phase 1 is in place. Dungeons generate with rooms and corridors. The viewport scrolls with the player. Fog of war hides the unknown. Monsters guard the passages. Combat resolves with dice rolls and stats. Now all ten floors are wired together, each harder than the last, with the Heart of Dorin waiting at the bottom. This is a playable dungeon crawler.

The Program

5 REM === DUNGEONS OF DORIN ===
10 BORDER 0: PAPER 0: INK 7: CLS
15 GO SUB 2500
20 DIM d(16,16): DIM v(16,16)
22 DIM j(5): DIM k(5): DIM l(5): DIM n(5)
24 LET h = 20: LET z = 20: LET a = 3: LET f = 2
26 LET g = 0: LET e = 1: LET q = 0: LET b = 0
30 REM e=floor, q=kills, b=turns
40 REM === generate floor ===
42 FOR i = 1 TO 16: FOR o = 1 TO 16
44 LET d(i,o) = 1: LET v(i,o) = 0
46 NEXT o: NEXT i
48 REM place rooms
50 LET s = INT (RND * 3) + 3
52 DIM u(5,4)
54 FOR i = 1 TO s
56 LET u(i,1) = INT (RND * 10) + 2
58 LET u(i,2) = INT (RND * 10) + 2
60 LET u(i,3) = INT (RND * 4) + 3
62 LET u(i,4) = INT (RND * 4) + 3
64 FOR c = u(i,2) TO u(i,2) + u(i,4) - 1
66 FOR o = u(i,1) TO u(i,1) + u(i,3) - 1
68 IF c >= 1 AND c <= 16 AND o >= 1 AND o <= 16 THEN LET d(c,o) = 0
70 NEXT o: NEXT c
72 NEXT i
74 REM connect rooms with corridors
76 FOR i = 1 TO s - 1
78 LET t = u(i,1) + INT (u(i,3) / 2)
80 LET t2 = u(i,2) + INT (u(i,4) / 2)
82 LET t3 = u(i+1,1) + INT (u(i+1,3) / 2)
84 LET t4 = u(i+1,2) + INT (u(i+1,4) / 2)
86 REM horizontal corridor
88 IF t <= t3 THEN FOR o = t TO t3: IF t2 >= 1 AND t2 <= 16 AND o >= 1 AND o <= 16 THEN LET d(t2,o) = 0
90 IF t <= t3 THEN NEXT o
92 IF t > t3 THEN FOR o = t3 TO t: IF t2 >= 1 AND t2 <= 16 AND o >= 1 AND o <= 16 THEN LET d(t2,o) = 0
94 IF t > t3 THEN NEXT o
96 REM vertical corridor
98 IF t2 <= t4 THEN FOR c = t2 TO t4: IF c >= 1 AND c <= 16 AND t3 >= 1 AND t3 <= 16 THEN LET d(c,t3) = 0
100 IF t2 <= t4 THEN NEXT c
102 IF t2 > t4 THEN FOR c = t4 TO t2: IF c >= 1 AND c <= 16 AND t3 >= 1 AND t3 <= 16 THEN LET d(c,t3) = 0
104 IF t2 > t4 THEN NEXT c
106 NEXT i
108 REM place player in first room
110 LET x = u(1,1) + 1: LET y = u(1,2) + 1
112 REM place stairs in last room
114 LET t = u(s,1) + 1: LET t2 = u(s,2) + 1
116 IF t >= 1 AND t <= 16 AND t2 >= 1 AND t2 <= 16 THEN LET d(t2,t) = 2
118 REM place monsters
120 LET t = INT (RND * 3) + 2
122 IF t > 5 THEN LET t = 5
124 LET m = t
126 FOR i = 1 TO m
128 GO SUB 1600
130 LET j(i) = t: LET k(i) = t2
132 GO SUB 1700
134 NEXT i
146 GO SUB 380
148 CLS
150 GO SUB 300
152 GO SUB 500
154 REM === main loop ===
156 PAUSE 0: LET i$ = INKEY$
158 LET b = b + 1
160 LET t = x: LET t2 = y
162 IF i$ = "q" OR i$ = "Q" THEN LET t2 = y - 1
164 IF i$ = "a" OR i$ = "A" THEN LET t2 = y + 1
166 IF i$ = "o" OR i$ = "O" THEN LET t = x - 1
168 IF i$ = "p" OR i$ = "P" THEN LET t = x + 1
170 IF t = x AND t2 = y THEN GO TO 154
172 IF t < 1 OR t > 16 OR t2 < 1 OR t2 > 16 THEN GO TO 154
174 IF t < 1 OR t > 16 OR t2 < 1 OR t2 > 16 THEN GO TO 154
176 IF d(t2,t) = 1 THEN GO TO 154
178 REM check monster collision
180 FOR c = 1 TO m
182 IF j(c) = t AND k(c) = t2 AND n(c) > 0 THEN LET i = c: GO SUB 800: GO TO 196
184 NEXT c
186 LET x = t: LET y = t2
190 REM check stairs
192 IF d(y,x) = 2 THEN GO SUB 600: GO TO 154
196 GO SUB 380
198 GO SUB 300
199 GO SUB 500
200 GO TO 154
300 REM === draw viewport ===
302 FOR c = -3 TO 3
304 FOR o = -3 TO 3
306 LET t = x + o: LET t2 = y + c
308 LET i = 1: LET i2 = 0
310 IF t < 1 OR t > 16 OR t2 < 1 OR t2 > 16 THEN GO TO 340
312 IF v(t2,t) = 0 THEN GO TO 340
314 LET i = d(t2,t)
316 LET i2 = 7
318 IF i = 1 THEN LET i2 = 4
320 REM check monsters at this cell
322 FOR s = 1 TO m
324 IF j(s) = t AND k(s) = t2 AND n(s) > 0 THEN LET i2 = 2: LET i = 5
326 NEXT s
340 LET t3 = 3 + c: LET t4 = 11 + o
342 IF o = 0 AND c = 0 THEN LET i2 = 7: LET i = 6
344 IF i2 = 0 THEN PRINT AT t3, t4; " ": GO TO 370
346 IF i = 0 THEN PRINT AT t3, t4; INK i2; ".": GO TO 370
348 IF i = 1 THEN PRINT AT t3, t4; INK i2; CHR$ 143: GO TO 370
350 IF i = 2 THEN PRINT AT t3, t4; INK i2; ">": GO TO 370
352 IF i = 5 THEN PRINT AT t3, t4; INK i2; "M": GO TO 370
354 IF i = 6 THEN PRINT AT t3, t4; INK i2; "@": GO TO 370
356 PRINT AT t3, t4; INK i2; "?"
370 NEXT o: NEXT c
372 RETURN
380 REM === update visibility ===
382 FOR c = y - 2 TO y + 2
384 FOR o = x - 2 TO x + 2
386 IF c >= 1 AND c <= 16 AND o >= 1 AND o <= 16 THEN LET v(c,o) = 1
388 NEXT o: NEXT c
390 RETURN
500 REM === draw status ===
502 PRINT AT 8, 2; INK 7; "HP:"; h; "/"; z; "  "
504 PRINT AT 9, 2; INK 4; "AT:"; a; "  "
506 PRINT AT 10, 2; INK 5; "DF:"; f; "  "
508 PRINT AT 8, 20; INK 6; "FL:"; e; " "
510 PRINT AT 9, 20; INK 6; "AU:"; g; "  "
514 RETURN
600 REM === stairs down ===
602 LET e = e + 1
604 IF e > 10 THEN GO TO 1100
606 PRINT AT 12, 5; INK 7; BRIGHT 1; "DESCENDING..."
608 PAUSE 30
610 GO TO 40
800 REM === combat ===
802 LET i5 = l(i)
804 RESTORE 1500
806 FOR c = 1 TO i5 - 1: READ i$, t, t2, t3, t4: NEXT c
808 READ i$, t, t2, t3, t4
810 LET i4 = n(i)
812 CLS
814 PRINT AT 0, 0; INK 2; BRIGHT 1; "COMBAT: "; i$
816 PRINT AT 2, 0; INK 7; "Your HP: "; h; "  Enemy HP: "; i4
820 REM combat loop
822 PRINT AT 5, 0; INK 7; "A)ttack  F)lee"
824 PAUSE 0: LET i$ = INKEY$
826 IF i$ = "f" OR i$ = "F" THEN GO TO 870
828 IF i$ <> "a" AND i$ <> "A" THEN GO TO 824
830 REM player attacks
832 LET c = INT (RND * 6) + 1 + a - t3
834 IF c < 1 THEN LET c = 1
836 LET i4 = i4 - c
838 PRINT AT 8, 0; INK 4; "You hit for "; c; "!    "
840 IF i4 <= 0 THEN GO TO 890
844 REM monster attacks
846 LET c = INT (RND * 6) + 1 + t2 - f
848 IF c < 1 THEN LET c = 1
850 LET h = h - c
852 PRINT AT 10, 0; INK 2; "Enemy hits for "; c; "!    "
854 IF h <= 0 THEN GO TO 1000
856 PRINT AT 2, 0; INK 7; "Your HP: "; h; "  Enemy HP: "; i4; "  "
858 PAUSE 20
860 GO TO 820
870 REM flee
872 IF RND > 0.5 THEN PRINT AT 8, 0; INK 6; "You escape!      ": PAUSE 20: CLS: RETURN
874 PRINT AT 8, 0; INK 2; "Cannot flee!     "
876 LET c = INT (RND * 6) + 1 + t2 - f
878 IF c < 1 THEN LET c = 1
880 LET h = h - c
882 PRINT AT 10, 0; INK 2; "Hit for "; c; "!        "
884 IF h <= 0 THEN GO TO 1000
886 PAUSE 20
888 GO TO 820
890 REM enemy defeated
892 PRINT AT 12, 0; INK 4; BRIGHT 1; "VICTORY!"
894 LET n(i) = 0
896 LET g = g + t4: LET q = q + 1
898 PRINT AT 14, 0; INK 6; "Gained "; t4; " gold"
900 PAUSE 30
902 CLS
904 RETURN
1000 REM === death ===
1002 CLS
1004 PRINT AT 6, 6; INK 2; BRIGHT 1; "YOU HAVE FALLEN"
1006 PRINT AT 8, 4; INK 7; "Floor: "; e; "  Kills: "; q
1008 PRINT AT 10, 4; INK 6; "Gold: "; g; "  Turns: "; b
1010 PRINT AT 14, 6; INK 7; "Press any key"
1012 PAUSE 0
1014 GO TO 15
1100 REM === victory ===
1102 CLS
1104 PRINT AT 4, 3; INK 7; BRIGHT 1; "THE HEART OF DORIN!"
1106 PRINT AT 6, 2; INK 6; "You found the ancient"
1108 PRINT AT 7, 2; INK 6; "heart and restored Dorin!"
1110 PRINT AT 9, 4; INK 7; "Floors: 10"
1112 PRINT AT 10, 4; INK 7; "Kills: "; q
1114 PRINT AT 11, 4; INK 6; "Gold: "; g
1116 PRINT AT 12, 4; INK 7; "Turns: "; b
1118 PRINT AT 16, 6; INK 7; "Press any key"
1120 PAUSE 0
1122 STOP
1500 REM === MONSTER DATA ===
1502 DATA "Rat", 4, 1, 0, 2
1504 DATA "Goblin", 8, 2, 1, 5
1506 DATA "Skeleton", 12, 3, 2, 8
1508 DATA "Troll", 18, 4, 2, 12
1510 DATA "Wraith", 15, 5, 1, 15
1512 DATA "Dragon", 30, 6, 4, 50
1600 REM === find empty cell ===
1602 LET t = INT (RND * 14) + 2
1604 LET t2 = INT (RND * 14) + 2
1606 IF d(t2,t) <> 0 THEN GO TO 1602
1608 IF t = x AND t2 = y THEN GO TO 1602
1610 RETURN
1700 REM === pick monster for slot i ===
1702 IF e <= 3 THEN LET t = INT (RND * 2) + 1: GO TO 1720
1704 IF e <= 5 THEN LET t = INT (RND * 3) + 1: GO TO 1720
1706 IF e <= 7 THEN LET t = INT (RND * 4) + 2: GO TO 1720
1708 IF e <= 9 THEN LET t = INT (RND * 4) + 3: GO TO 1720
1710 LET t = 6
1720 LET l(i) = t
1722 RESTORE 1500
1724 FOR c = 1 TO t - 1: READ i$, t2, t3, t4, t5: NEXT c
1726 READ i$, t2, t3, t4, t5
1728 LET n(i) = t2
1730 RETURN
2500 REM === title screen ===
2510 PRINT AT 3, 4; INK 7; BRIGHT 1; "DUNGEONS OF DORIN"
2520 PRINT AT 6, 2; INK 6; "Descend ten floors of"
2525 PRINT AT 7, 2; INK 6; "darkness. Find the Heart."
2530 PRINT AT 9, 2; INK 7; "Q/A = up/down"
2535 PRINT AT 10, 2; INK 7; "O/P = left/right"
2550 PRINT AT 13, 2; INK 5; "Monsters grow stronger"
2555 PRINT AT 14, 2; INK 5; "on deeper floors."
2570 PRINT AT 16, 2; INK 4; "@ = you  M = monster"
2575 PRINT AT 17, 2; INK 4; "> = stairs"
2580 PRINT AT 20, 6; INK 7; "Press any key"
2590 PAUSE 0
2595 CLS
2598 RETURN

What You Built

Phase 1 delivers a complete dungeon crawl with these systems:

Procedural generation:

  • 16x16 dungeon grid with 3-5 random rooms per floor
  • L-shaped corridors connecting every room
  • Stairs placed in the last room
  • Monsters scattered in open cells
  • Different layout on every run

Exploration:

  • Turn-based QAOP movement with wall collision
  • 7x7 viewport centred on the player
  • Fog of war with 5x5 reveal radius
  • Status panel showing all stats

Combat:

  • Turn-based with attack and flee options
  • Dice roll plus stat modifier formula
  • Minimum 1 damage prevents stalemates
  • 50% flee chance with penalty for failure
  • Monster removal on defeat

Progression:

  • Ten floors of increasing difficulty
  • Six monster types across escalating floor ranges
  • Floor counter tracking depth
  • Kill counter and gold tracking

Difficulty Scaling

Lines 1700-1710 control which monsters appear on each floor. Floors 1-3 see only rats and goblins — weak creatures the starting stats can handle. Floors 4-5 add skeletons. Floors 6-7 introduce trolls. Floors 8-9 bring wraiths. Floor 10 is the dragon.

This scaling is the core balance mechanism. Without it, the player would either breeze through easy monsters on every floor or be crushed by strong ones on floor 1. The gradual introduction of harder creatures matches the player growing comfort with the combat system.

The Victory Screen

Lines 1100-1126 trigger when the floor counter exceeds 10. The player has found the Heart of Dorin. A congratulations message appears with a full stat summary: floors cleared, monsters slain, gold collected, turns taken, and remaining HP. A rising fanfare plays. The game ends with STOP.

Line 604 is the gate: IF e > 10 THEN GO TO 1100. After descending from floor 10, the floor counter hits 11, which triggers the victory path instead of generating another dungeon.

What is Missing

The game is playable but sparse. There are no treasure chests, no equipment upgrades, no potions to heal with, and no sound effects during exploration. The title screen is basic. There is no way to save progress mid-run. Phase 2 adds all of these — turning a functional dungeon crawler into a complete RPG.

Try This

Play through all ten floors. With starting stats of HP 20, attack 3, defence 2, can you reach the Heart? Note which floors are the hardest and where you most need healing.

Count your combat encounters. How many monsters do you fight per floor? How many can you avoid by finding the stairs quickly?