Featured roguelike

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= Featured Roguelike: [[Ultima_Ratio_Regum]] =
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<div style="float:right;margin:0 6px">http://i.imgur.com/OuC95.png</div>
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= Featured Roguelike: [[Zorbus]]=
[[Ultima_Ratio_Regum]] is the early stages of a `strategy roguelike`.
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It aims to eventually be a fusion of the two genres - rather than a strategy game where you command with omniscience (even in ancient eras), you instead command as an individual character also in the game. Orders must be issued in person; you can lose contact with distant armies; but the same mechanics affect the AI players who also lack omniscience and depend upon the knowledge of situations they themselves can garner.  
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https://i.imgur.com/IIwsTva.png
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Worlds can be generated over a vast array of sizes, climates and types, with or without mythological elements, from several different eras (and technological levels), but all ultimately with no fixed objective but a world full of civilizations and factions to be allied with or battled against.  
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In Zorbus your goal is to delve deep into a dungeon, find a portal to a mythical place called the Zorbus where a mere mortal can ascend to demigodhood.
  
It aims for depth in character development and world events, but with much in the 'middle' - constructing buildings, city growth, resource management - abstracted out (as other games exist which handle those well).
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Thematically Zorbus draws influence from the late 70s and early 80s tabletop D&D campaigns, adventures and lore. The goal is to create a tight, streamlined dungeon crawling experience where the dungeon feels alive, eventful and rich in content. Something more than just boring empty rooms and corridors! Diversely shaped levels with themed content (throne rooms, prisons, lots of hidden treasure caches etc.) with good connectivity between the areas.
  
[[Category:Browse]]
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Important part of the living dungeon are the creatures. Creatures act intelligently, might fight each other, flee when threatened and try to gather their friends to overcome a threat. Most creatures can use items and also pick them up from from the dungeon floor. Creatures are not silent either but comment on things with speech bubbles.
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You don't have to go to the fight alone but can recruit other creatures along the way.
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The rule system for the game is slightly influenced by the d20 system used in the 3rd edition of Dungeons & Dragons. Zorbus has experience levels but no character classes (race is selected). On each level up, you point buy skills and talents (mostly combat maneuvers and spells).
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Latest revision as of 20:09, 21 April 2020


[edit] Featured Roguelike: Zorbus

IIwsTva.png

In Zorbus your goal is to delve deep into a dungeon, find a portal to a mythical place called the Zorbus where a mere mortal can ascend to demigodhood.

Thematically Zorbus draws influence from the late 70s and early 80s tabletop D&D campaigns, adventures and lore. The goal is to create a tight, streamlined dungeon crawling experience where the dungeon feels alive, eventful and rich in content. Something more than just boring empty rooms and corridors! Diversely shaped levels with themed content (throne rooms, prisons, lots of hidden treasure caches etc.) with good connectivity between the areas.

Important part of the living dungeon are the creatures. Creatures act intelligently, might fight each other, flee when threatened and try to gather their friends to overcome a threat. Most creatures can use items and also pick them up from from the dungeon floor. Creatures are not silent either but comment on things with speech bubbles.

You don't have to go to the fight alone but can recruit other creatures along the way.

The rule system for the game is slightly influenced by the d20 system used in the 3rd edition of Dungeons & Dragons. Zorbus has experience levels but no character classes (race is selected). On each level up, you point buy skills and talents (mostly combat maneuvers and spells).

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