Difference between revisions of "ChessRogue"
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|released = May 30 2005 | |released = May 30 2005 | ||
|updated = October 20 2007 ([http://groups.google.com/group/rec.games.roguelike.announce/browse_thread/thread/1d954270fbff39f3/f0407d7867181b0b#f0407d7867181b0b 0.3.0]) | |updated = October 20 2007 ([http://groups.google.com/group/rec.games.roguelike.announce/browse_thread/thread/1d954270fbff39f3/f0407d7867181b0b#f0407d7867181b0b 0.3.0]) | ||
|licensing = | |licensing = GPL | ||
|language = [[Kaya]] | |language = [[Kaya]] | ||
|platforms = Windows, Linux | |platforms = Windows, Linux |
Revision as of 14:02, 14 November 2007
ChessRogue | |
---|---|
Developer | Chris Morris |
Theme | |
Influences | Rogue |
Status | |
Released | May 30 2005 |
Updated | October 20 2007 (0.3.0) |
Licensing | GPL |
P. Language | Kaya |
Platforms | Windows, Linux |
Interface | ASCII |
Game Length | 50 minutes |
Official site of ChessRogue |
ChessRogue is an out-of-challenge 7DRL written by Chris Morris. It is an interesting experiment in bringing chess rules to a roguelike environment.
Overview
There are few types of enemies in the whole game, but each has its unique abilities. All pieces (including you) have but one hit point. That means that the player has to plan moves carefully; any error may result in instant death. By capturing a certain number of enemy pieces of one type a special ability is granted. The more opponents have been defeated, the more moves are available to choose from.
History
The first version was coded in about three days. The second was released in order to fix a few bugs. Recently, the author took ChessRogue to the project stage. Old sources and binaries are still kept at the previous site, but current development is continued on SourceForge.
Known issues
Despite the fact the game has seen a few releases since its first version, it still can be only considered "mostly-playable". The game fails to preform sanity checks to ensure no impossible situations are generated. These situations can range from minor problems such as monsters being generated in locations they can't leave and the player can't get to, all the way to major problems such as monsters being generated in a tight hallway immobile, in an unkillable pattern and blocking the only path to the exit. Although impossible levels can be generated, it's quite rare so only a few games get thrown away.