Difference between revisions of "Please the Island God"

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(Created page with "{{game-7drl| name = Please the Island God |developer = plomlompom |theme = Fantasy |influences = NetHack, [[Dwa...")
 
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{{game-7drl| name = Please the Island God
{{game-7drl| name = Please the Island God
|developer = [[User:plomlompom|plomlompom]]
|developer = [[User:plomlompom|plomlompom]]
|theme = [[List of roguelikes by theme#Fantasy|Fantasy]]
|theme = [[List of roguelikes by theme#Fantasy|Fantasy]], [[Wilderness Survival]]
|influences = [[NetHack]], [[Dwarf Fortress]]
|influences = [[NetHack]], [[Dwarf Fortress]]
|released = 15th March 2015
|released = 15th March 2015
|updated = 15th March 2015
|updated = 15th March 2015
|licensing = [[GPL]], [[Open source]]
|licensing = [[GPL]], [[Open source]]
|language = [[Python]], [[C]], [[PlomRogue]]
|language = [[Python]], [[C]]
|platforms = [[Linux]], [[OSX]], other Unixes might work
|platforms = [[Linux]], [[OSX]], other Unixes might work
|interface = [[ASCII]], [[Keyboard]]
|interface = [[ASCII]], [[Keyboard]]
Line 26: Line 26:
== features ==
== features ==


* randomly generated '''hexagonal''' island map
* randomly generated hexagonal island map
* turn-based
* turn-based
* permadeath
* permadeath
* FOV and map memory (for player ''and'' animals)
* FOV and map memory (for player ''and'' animals)
* optional '''AI control''' of player avatar (as for the animals, optimized for survival – fleeing, food acqusition –, not for mission solving)
* optional AI control of player avatar (as for the animals, optimized for survival – fleeing, food acqusition –, not for mission solving)
* each move is recorded, '''game recording''' can be replayed
* each move is recorded, game recording can be replayed
* agricultural and animal population control missions


=== stats ===
=== stats ===
* health / hit points ("H:")
* "H:" – health / hit points  
* satiation ("S:"): falls every turn is boosted by eating; with chance of hitpoint loss growing with its absolute value (there is over-eating, too!), and the chance of hitpoint gain via healing the closer it is to zero
* "S:" – satiation, starts at 0, falls every turn, is boosted by eating; with chance of hitpoint loss growing with its absolute value (there is over-eating, too!), and the chance of hitpoint gain via healing the closer it is to zero
* Island God's favor ("G:": as it grows, the Island God will grant new items/tools/abilities
* "G:" – Island God's favor, as it grows, the Island God will grant new items/tools/abilities
* player avatar health bar; animals' health bars and activity symbols when the Island God grants them
* player avatar health bar
* (animals' health bars and activity symbols once the Island God grants the ability to read animals)


=== terrain types ===
=== terrain types ===
* sea ("~")
* "~": sea
* earth (".")
* ".": earth
* soil (":"; plants spread here)
* ":": soil (plants spread here)
* tree ("X"; can be chopped down)
* "X": tree (can be chopped down)
* wall ("|" can be built from wood, and be chopped down again)
* "|": wall (can be built from wood, and be chopped down again)
* altar ("_"; talk to the Island God here)
* "_": altar (talk to the Island God here)


=== animal types ===
=== animal types ===
* bug (","; slow, few hitpoints, low food need, barely nutritious)
* ",": bug (slow, few hitpoints, low food need, barely nutritious)
* dog ("d"; faster, more hitpoints, greater food need, quite nutritious)
* "d": dog (faster, more hitpoints, greater food need, quite nutritious)
* bear ("B"; very strong/fast, great food need, extremely nutritious)
* "B": bear (very strong/fast, great food need, extremely nutritious)
* (and you, the human: "@")
* "@": you, the human


=== plant types ===
=== plant types ===
* unkraut ("#"; spreads fast, barely nutritious, useful only for plants)
* "#": unkraut (spreads fast, barely nutritious, useful only for plants)
* god flower ("*"; spreads slow, not nutritious)
* "*": god flower (spreads slow, not nutritious)
* god berry (")"; spreads faster, quite nutritious)
* ")": god berry (spreads faster, quite nutritious)


=== tools ===
=== tools ===
* axe ("/"; chop trees to wood)
* "/": axe (chop trees to wood)
* knife ("-"; weaker axe)
* "-": knife (weaker axe)
* carpentry tool ("]"; turn wood to wall)
* "]": carpentry tool (turn wood to wall)
* fertilizer ("["; turn earth to soil)
* "[": fertilizer (turn earth to soil)
* surprise!
* "0": surprise!
 
== requirements ==
 
Needs Python 3 and ncurses library to run. To build from source, gcc-ish C compiler is needed, and ncurses and C library headers.


== context ==
== context ==


This game was made for the [[7DRL_Challenge_2015]].
This game was made for the [[7DRL_Challenge_2015]], based on the [https://github.com/plomlompom/plomrogue|''PlomRogue''] engine.

Revision as of 04:11, 17 March 2015

Please the Island God
7DRL
Developer plomlompom
Theme Fantasy, Wilderness Survival
Influences NetHack, Dwarf Fortress
Released 15th March 2015
Updated 15th March 2015
Licensing GPL, Open source
P. Language Python, C
Platforms Linux, OSX, other Unixes might work
Interface ASCII, Keyboard
Game Length > 1 hour
Official site of Please the Island God


screenshot

7DRL2015_screenshot_Day7.png

plot

You're stranded on an island. To leave, you must please the God that rules it. This God sees the island's animals and plants as its children. So hacking and slashing through the wildlife won't do …

To please the Island God, you may feed its children, do missions provided by the Island God's altar, spread certain plants, curb or grow certain animal populations. All while trying not to die of hunger, or get killed by animals stronger than you.

You may have to displease the Island God occasionally – by hurting animals, or by chopping down trees (to build something else from the wood).

features

  • randomly generated hexagonal island map
  • turn-based
  • permadeath
  • FOV and map memory (for player and animals)
  • optional AI control of player avatar (as for the animals, optimized for survival – fleeing, food acqusition –, not for mission solving)
  • each move is recorded, game recording can be replayed
  • agricultural and animal population control missions

stats

  • "H:" – health / hit points
  • "S:" – satiation, starts at 0, falls every turn, is boosted by eating; with chance of hitpoint loss growing with its absolute value (there is over-eating, too!), and the chance of hitpoint gain via healing the closer it is to zero
  • "G:" – Island God's favor, as it grows, the Island God will grant new items/tools/abilities
  • player avatar health bar
  • (animals' health bars and activity symbols once the Island God grants the ability to read animals)

terrain types

  • "~": sea
  • ".": earth
  • ":": soil (plants spread here)
  • "X": tree (can be chopped down)
  • "|": wall (can be built from wood, and be chopped down again)
  • "_": altar (talk to the Island God here)

animal types

  • ",": bug (slow, few hitpoints, low food need, barely nutritious)
  • "d": dog (faster, more hitpoints, greater food need, quite nutritious)
  • "B": bear (very strong/fast, great food need, extremely nutritious)
  • "@": you, the human

plant types

  • "#": unkraut (spreads fast, barely nutritious, useful only for plants)
  • "*": god flower (spreads slow, not nutritious)
  • ")": god berry (spreads faster, quite nutritious)

tools

  • "/": axe (chop trees to wood)
  • "-": knife (weaker axe)
  • "]": carpentry tool (turn wood to wall)
  • "[": fertilizer (turn earth to soil)
  • "0": surprise!

requirements

Needs Python 3 and ncurses library to run. To build from source, gcc-ish C compiler is needed, and ncurses and C library headers.

context

This game was made for the 7DRL_Challenge_2015, based on the PlomRogue engine.