Difference between revisions of "Incavead"
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No playable binary packages or instructions have been released yet. | No playable binary packages or instructions have been released yet. | ||
If you're adventurous and know how to code, you can try out the game by downloading and compiling the sources from the | If you're adventurous and know how to code, you can try out the game by downloading and compiling the sources from the [https://code.google.com/p/incavead development site]. |
Revision as of 13:49, 20 March 2013
Incavead: infinite cave adventure | |
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Developer | tkatchev |
Theme | Fantasy |
Influences | Diggr |
Status | Preview |
Released | Not yet |
Updated | With regularity |
Licensing | Open source |
P. Language | C++11 |
Platforms | Portable |
Interface | VT100+Telnet |
Game Length | Several hours |
Official site of Incavead: infinite cave adventure |
A continuation of the Diggr roguelike.
A Roguelike game. What makes this one different?
- Game rules are carefully designed to make grinding/farming impossible.
- The rule system is not based on AD&D or any traditional RPG at all.
- Gameplay is fast by design. A typical play session takes less than 15 minutes.
- Huge, intricately generated dungeons.
- Plot-based advancement: leveling involves exploring new and different locales, not upping a stat number.
- An advanced system of magic based on cellular automata.
Technical details:
- Old-school pure ASCII graphics.
- Network-enabled out of the box. Use any Telnet client as the game interface!
- Written in portable C++11 and POSIX. No external dependencies or other libraries needed to compile! Works on any device!
- Uses simple, user-editable config files for describing much of the game's data and rules.
- Written with performance in mind, for a pleasant experience even on slow machines.
Not yet released or production-ready! Playable and crash-free, but consider it a preview demo for now.
No playable binary packages or instructions have been released yet.
If you're adventurous and know how to code, you can try out the game by downloading and compiling the sources from the development site.