Well, Christmas came and went, with little time to work on the game. However, January has been much more fruitful and I have now produced an alpha-quality version of the game, which you can download from the QL GitHub repository:https://github.com/SinclairQL/akalabeth
--and run a BBQL system or in an emulator.
There are a few known issues (see accompanying notes) and probably a few more unknown issues, though this is a playable version of the game with all main features included.
It's also worth noting that I've tried to recreate the original game accurately, and this includes some elements that people may find odd or think are bugs. For example, when you revisit a dungeon level, all of the monsters/ enemies reappear in their original place, even if you've previously killed them. This is as is the case in the original game. I've also left some of the debugging code in, which might help you find your way around
While I've tried to keep to the original game, I haven't used the original BASIC. Instead I've tried to rewrite the game using the power of SuperBASIC. The spaghetti code of GOTO statements that were necessary in Apple II BASIC have been mostly replaced by procedures and functions. However, I'm new to QL BASIC (part of the aim has been to learn QL BASIC), so expect I've not yet fully exploited the power and style of the language.
Hopefully this is a good game, which people will enjoy playing. I only encountered Akalabeth a couple of of years ago, but was fascinated by such a deep BASIC program, written in 1979 by an at-the-time amateur programmer on an Apple II. The author, Richard Garriott, wrote the game for fun and because he wanted to recreate the enjoyment of playing Dungeons & Dragons in computer form. I'm not that big a fan of science fiction and fantasy. However I really enjoy this game and particularly like the fact that the instructions leave so much unsaid--so you have to build up your experience and employ patience to get to grips with the game.
I'll keep working on the game--starting with the known issues--so keep an eye on GitHub for more.