|Theme||fight & descend|
|Influences||final fantasy playthrough (see main text)|
|Licensing||some kind of free|
|Interface||ASCII flavour tiles, Keyboard, Mouse|
|Game Length||mere minutes unless you are lucky|
|Official site of Splitter|
Splitter is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2013 event.
During a fight with an evil lich you had a spell cast on you that split your body into two. Confusingly you became one mind in control of two bodies. The lich cackled (they do that a lot) and teleported each of your bodies to a separate location. You explore these two locations simultaneously and swear to revenge yourself upon the evil lich.
- The gimmick in this game is that it presents you with two roguelike games, one on either side of the screen. The controls are linked so when you go up, down, left or right, both characters attempt to do this; When you try to pick something up, both characters try to at the same time.
- This feature was inspired by a certain youtube playthrough of Final Fantasy V and VI in which the player linked their controls so one joypad controlled both virtual SNES systems at the same time. The video can be seen here: []
- The graphics are provided by a custom 256-character font I call Amstrad437. It is basically the old Amstrad CPC font with the foreign characters taken out and then characters moved into places they appear in codepage 437 instead of where Amstrad put them. The extra characters available because of the deletion of the foreign, accented characters are filled with the most graphically interesting CP437 characters that were not already in the Amstrad font.
- 11 dungeon levels, 90x90, BSP-generated with my own algorithm.
- There are 50 items and 50 monsters per level
- When you have killed 40 monsters you will have enough xp to level up and can choose to make two increases to your stats.
- FOV is taken from the libtcod library (circular raycasting).
- There is pretend torchlight, implemented by taking distance from player and fading the colour of the tiles towards black as distance increases.
- 3 different monsters on the first two levels, then 3 new monsters for levels 3-11. Monsters scale to dungeon level and have the same stats as the player. Monsters are generated by randomly putting points into stats, then at the end putting the highest score in the monsters "favourite" stat, and the second largest in his "second favourite". E.g. an Orc's favourite stat is strength, followed by constitution.
- Procedurally-generated loot with differing names in different qualities, scaled to depth it is found on. Equipment is auto-equipped when picked up and cannot be un-equipped or dropped. There is no check to see if an equipment slot is filled, so the player can wear 14 pairs of gloves.
- For combat players and monsters use the same stats and the same algorithms. E.g. having a certain number of str points above the average for the level gives a damage bonus, whether you are a player or a monster.