Difference between revisions of "GearHead"

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GearHead is one of the biggest roguelikes, and approaches to become one of the [[Major roguelikes|major ones]] if it's not already. In GearHead you can select from a lot of futuristic jobs and skills, including mecha pilot, medic, ...
== Abstract ==


Some of its main features are:
GearHead is one of the biggest roguelikes, and approaches to become one of the [[Major Roguelikes|major ones]] if it's not already. In GearHead you can select from a lot of futuristic jobs and skills, including mecha pilot, medic, ...


<ol>
Its creator and maintainer is [[Joseph Hewitt]], a [[FreePascal]] guru ;).
<li>Quests are [[Random|Randomly generated]], based on predefined [[Script|scripts]] the number of which is constantly increasing.
<li>[[Skill|Skills]] are increased both by successfully using them or "buying" them in exchange for XP obtained by completing quests and slaying foes.
<li>Extensive mecha design system, allowing in-game modification of existing models.
<li>Two spatial scales: personal (on foot), in which the default movement uses the standard coordinate convention, and mecha which uses a "turtle" system in which you must turn and advance.
<li>The global plot consists of a number of smaller subplots, which are *Randomly generated* every time.
<li>Very open structure: All objects\plots\monsters are stored in plain text files, so it's quite easy to add\modify content.
</ol>


Project webpage: http://www.geocities.com/pyrrho12/programming/gearhead/
== Features ==
<br>
<br>


GearHead has an active discussion\development group at http://games.groups.yahoo.com/group/gearhead_dev/
* quests are [[Random|Randomly generated]], based on predefined [[Script|scripts]] the number of which is constantly increasing.
<br><br>
* [[Skill|skills]] are increased both by successfully using them or "buying" them in exchange for XP obtained by completing quests and slaying foes.
* extensive mecha design system, allowing in-game modification of existing models.
* two spatial scales: personal (on foot), in which the default movement uses the standard coordinate convention, and mecha which uses a "turtle" system in which you must turn and advance.
* the global plot consists of a number of smaller subplots, which are randomly generated every time.
* very open structure: All objects\plots\monsters are stored in plain text files, so it's quite easy to add\modify content.


Its creator and maintainer is [[Joseph Hewitt]], a [[FreePascal]] guru ;).
== Links ==
 
* [http://www.geocities.com/pyrrho12/programming/gearhead/ GearHead homepage]
* [http://games.groups.yahoo.com/group/gearhead_dev/ Yahoo discussion\development group]
[[Category:Stable games]]
[[Category:Stable games]]

Revision as of 21:21, 22 May 2005

Abstract

GearHead is one of the biggest roguelikes, and approaches to become one of the major ones if it's not already. In GearHead you can select from a lot of futuristic jobs and skills, including mecha pilot, medic, ...

Its creator and maintainer is Joseph Hewitt, a FreePascal guru ;).

Features

  • quests are Randomly generated, based on predefined scripts the number of which is constantly increasing.
  • skills are increased both by successfully using them or "buying" them in exchange for XP obtained by completing quests and slaying foes.
  • extensive mecha design system, allowing in-game modification of existing models.
  • two spatial scales: personal (on foot), in which the default movement uses the standard coordinate convention, and mecha which uses a "turtle" system in which you must turn and advance.
  • the global plot consists of a number of smaller subplots, which are randomly generated every time.
  • very open structure: All objects\plots\monsters are stored in plain text files, so it's quite easy to add\modify content.

Links