Difference between revisions of "Incavead"

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|developer = [[tkatchev]]
|developer = [[tkatchev]]
|theme = Fantasy
|theme = Fantasy
|influences = [[Diggr]]
|influences = [[Diggr]], [[Nethack]]
|status = Beta
|status = Full-featured beta
|released = 2013-06-18
|released = 2013-06-18
|updated = v. c65df30 on 2013-07-07
|updated = v. 09bdf1b on 2015-02-22
|licensing = Open source
|licensing = Open source
|language = C++11
|language = C++11
|platforms = Portable; playable online
|platforms = Portable; playable online. (Offline versions for Windows, Linux.)
|interface = VT100+Telnet
|interface = Text-mode ASCII or Unicode. (Telnet)
|length = Several hours
|length = Several hours
|site = http://dungeon.name/
|site = http://dungeon.name/
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[[Category:Beta projects]]
[[Category:Beta projects]]
[[Category:Hacklikes]]


''A continuation of the Diggr roguelike.''
''A continuation of the Diggr roguelike.''
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====Online server:====
====Online server:====


Connect to '''dungeon.name''', port '''20020''' with any telnet client to play the game on a public server.
Connect with any telnet client to play the game on a public server:
* Host '''dungeon.name''', port '''20020''' for ASCII graphics.
* Host '''dungeon.name''', port '''20022''' for Unicode graphics.
* Host '''dungeon.name''', port '''20028''' for [http://dungeon.name/square_tiles.html 'square tile'] graphics.


There are some multiplayer aspects when playing on a public server. Namely, your attempts will be registered in a public high-score table, and dead player characters will leave elaborate tombstones visible to other players.
There are some multiplayer aspects when playing on a public server. Namely, your attempts will be registered in a public high-score table, and dead player characters will leave elaborate tombstones visible to other players.
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====Technical details:====
====Technical details:====


* Old-school pure ASCII graphics.
* Old-school pure ASCII (well, Unicode) graphics.
* Network-enabled out of the box. Use any Telnet client as the game interface!
* 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!
* Written in portable C++11 and POSIX. No external dependencies or other libraries needed to compile! Works on any device!
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* Written with performance in mind, for a pleasant experience even on slow machines.
* Written with performance in mind, for a pleasant experience even on slow machines.


----
 
====Source code:====


If you're adventurous and know how to code, you can try out the game on your own machine by downloading and compiling the sources from the [https://code.google.com/p/incavead development site].
If you're adventurous and know how to code, you can try out the game on your own machine by downloading and compiling the sources from the [https://code.google.com/p/incavead development site].
====Some screenshots:====
http://dungeon.name/img/2013-12-31-112343_1020x549_scrot.png
http://dungeon.name/img/2014-01-26-143957_1020x549_scrot.png
http://dungeon.name/img/2014-02-19-225241_1020x549_scrot.png

Latest revision as of 15:20, 22 February 2015

Incavead: infinite cave adventure
Developer tkatchev
Theme Fantasy
Influences Diggr, Nethack
Status Full-featured beta
Released 2013-06-18
Updated v. 09bdf1b on 2015-02-22
Licensing Open source
P. Language C++11
Platforms Portable; playable online. (Offline versions for Windows, Linux.)
Interface Text-mode ASCII or Unicode. (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.
  • Can be run on a public server out-of-the-box, with multiplayer gameplay elements.

Online server:

Connect with any telnet client to play the game on a public server:

  • Host dungeon.name, port 20020 for ASCII graphics.
  • Host dungeon.name, port 20022 for Unicode graphics.
  • Host dungeon.name, port 20028 for 'square tile' graphics.

There are some multiplayer aspects when playing on a public server. Namely, your attempts will be registered in a public high-score table, and dead player characters will leave elaborate tombstones visible to other players.

Also, winning the game is a kind of multiplayer race, since all players on the server are competing for possession of one single unique item. (Check out the homepage for a better description.)

Technical details:

  • Old-school pure ASCII (well, Unicode) 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.


Source code:

If you're adventurous and know how to code, you can try out the game on your own machine by downloading and compiling the sources from the development site.


Some screenshots:

2013-12-31-112343_1020x549_scrot.png


2014-01-26-143957_1020x549_scrot.png


2014-02-19-225241_1020x549_scrot.png