Difference between revisions of "Remnant Core"

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m (RC's moved to another of my websites :))
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|interface = [[ASCII]], [[Keyboard]]
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|site = http://gravec.at/remnant/
|site = http://www.bitloaf.com/remnant/

Revision as of 14:50, 8 May 2010

Remnant Core
Talkie-Talkie Project
Developer Gravecat
Theme Sci-fi, Horror
Influences Angband, ToME, Crawl, Warhammer 40,000
Licensing Closed Source, freeware
P. Language C++
Platforms Windows, Linux
Interface ASCII, Keyboard
Game Length
Official site of Remnant Core

Remnant Core is currently in pre-alpha development, and is not yet available to the public. A list of features currently implemented include:

  • Will be available as both Windows and Linux binaries (with OS X support eventually), though the source-code remains closed.
  • All the usual mechanics one would expect from a roguelike! Permadeath, random level generation, both static and dynamic levels, intelligent monsters, and so on.
  • Gritty sci-fi/horror theme, based in a crumbling, ruined mega-city of the future infested with all manner of nightmarish abominations. Technology clashes with otherworldly demonic forces as humanity fights for survival. A more or less "safe" area provides haven and a transportation hub to the more hazardous regions featuring varying levels of infestation.
  • Simulated 3D environments, based on 2D planes -- multi-floored buildings where your actions on one level affect the others, monsters can chase you up stairs or fall through pit traps, etc.
  • Underneath your gear, you’re still just human: Heavily gear-focused gameplay which eschews classes and levels entirely. Character skill and player ingenuity play a large role in success or failure, but no amount of heroics can save you from a bullet in the brain.
  • Fully integrated time and dynamic weather system, which directly affects the challenges the hero will face. The demonic taint extends its influence further at night, while certain kinds of creatures favour differing weather conditions.
  • A blend of melee and ranged combat, including weapons that can fire in any conceivable direction (not merely limited to the eight cardinal directions) with a targeting system that can target either mobile creatures, or specific fixed points on the map. In-depth combat system featuring mis-fires, weapon jams and backfires, ricochets, destructible scenery, and more!

Please note: There will be no shoddy pre-alpha releases which are barely playable and have nearly no content. Nobody wants to play a completely unfinished roguelike with almost no working features, so the first public alpha release will be when -- and only when -- I feel the game is ready for the public, and has enough unique (and working) features to be interesting. :)