Difference between revisions of "World of Tey"
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Pteriforever's latest project. Although it had been talked about a lot beforehand and some extremely early demos were produced, nothing eventuated until the project's restart in September 2011. | Pteriforever's latest project. Although it had been talked about a lot beforehand and some extremely early demos were produced, nothing playable eventuated until the project's restart in September 2011. | ||
==Dungeons== | |||
As of 0.6.0, the entire game takes place within a single small level called Testland. When it is complete, however, it will have a network of ToME-style dungeons. | |||
==Features== | |||
===Current=== | |||
--Enchantment level and corrosion level each affect items differently. Enchantment raises or lowers the maximum damage a weapon can do, whereas corrosion simply takes from or adds to the end result. | |||
--Standard 52-slot inventory. | |||
--18x18 non-persistent levels. | |||
--The success rates and power of actions are based on stats -- I want to avoid unwieldly skill systems. | |||
--Elemental resistances. |
Revision as of 05:03, 29 October 2011
World of Tey | |
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Alpha Project | |
Developer | Pteriforever |
Theme | Original Fantasy |
Influences | XirrelaiRPG, ToME |
Released | 0.1.0 (22/9/2011) |
Updated | 0.6.0 (27/10/2011) |
Licensing | Freeware, Closed Source |
P. Language | Game Maker language |
Platforms | Windows |
Interface | graphical |
Game Length | 1-2 minutes so far |
Official site of World of Tey |
Pteriforever's latest project. Although it had been talked about a lot beforehand and some extremely early demos were produced, nothing playable eventuated until the project's restart in September 2011.
Dungeons
As of 0.6.0, the entire game takes place within a single small level called Testland. When it is complete, however, it will have a network of ToME-style dungeons.
Features
Current
--Enchantment level and corrosion level each affect items differently. Enchantment raises or lowers the maximum damage a weapon can do, whereas corrosion simply takes from or adds to the end result. --Standard 52-slot inventory. --18x18 non-persistent levels. --The success rates and power of actions are based on stats -- I want to avoid unwieldly skill systems. --Elemental resistances.