Difference between revisions of "Featured roguelike"

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(Been ages since featured roguelike was updated, time for something new!)
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<!-- If you are updating Featured roguelike, don't forget to add the old one to the list of Previously featured! -->


= Featured Roguelike: [http://crossfire.real-time.com/ Crossfire RPG]=
= Featured Roguelike: [[Zorbus]]=
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In Zorbus your goal is to delve deep into a dungeon, find a portal to a mythical place called the Zorbus where a mere mortal can ascend to demigodhood.


[http://crossfire.real-time.com/download/jxclient/jxclient.jar NEW JAVA CLIENT DOWNLOAD HERE, WEB BASED COMING SOON!]
Thematically Zorbus draws influence from the late 70s and early 80s tabletop D&D campaigns, adventures and lore. The goal is to create a tight, streamlined dungeon crawling experience where the dungeon feels alive, eventful and rich in content. Something more than just boring empty rooms and corridors! Diversely shaped levels with themed content (throne rooms, prisons, lots of hidden treasure caches etc.) with good connectivity between the areas.


Important part of the living dungeon are the creatures. Creatures act intelligently, might fight each other, flee when threatened and try to gather their friends to overcome a threat. Most creatures can use items and also pick them up from from the dungeon floor. Creatures are not silent either but comment on things with speech bubbles.


NEW SERVERS:
You don't have to go to the fight alone but can recruit other creatures along the way.
alpha.heroworld.xyz (non-standard)


 
The rule system for the game is slightly influenced by the d20 system used in the 3rd edition of Dungeons & Dragons. Zorbus has experience levels but no character classes (race is selected). On each level up, you point buy skills and talents (mostly combat maneuvers and spells).
[[Crossfire]]'s development history started in mid-1992. It originally started as a Gauntlet clone developed by Frank Tore Johansen at the University of Oslo, Norway.
 
[[Crossfire]] started with just one indoor map (first a simple test-map, then the first real map, which got extended a few times) and then increased to 4 indoor-maps with one-way portals from level 1 to level 4. Upon clearing the last level, there was nothing more for the player to do. Spells were limited to magic bullet (the first spell), fireball, magic missile, burning hands and lightning bolt. Later on, when two-way portals were implemented, development and content contribution took off in all directions.
 
This change brought about a flurry of new local players (at University of Oslo, Norway) and resulted in many new maps, it exploded in all directions, including the first town and the first world (the one we have now is the third town and third world).
 
In the years of development that have followed, [[Crossfire]] has grown to encompass over 150 monsters, ~3000 maps to explore, an elaborate magic system, over 15 character types, a system of skills, and many, many artifacts and treasures.
 
One of the joys of [[Crossfire]] is the vast depth of development that has occurred over the many years. This has resulted in a diverse playing experience with often little to prepare players for whats to come.  
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http://crossfire.real-time.com/screenshots/gallery1/images/ss08.jpg
https://i.imgur.com/IIwsTva.png
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* Diverse list of servers offering different features and play styles
* Retro style graphics
* Open world exploration
* Player guided game development
* Organic world building, you never know what you might find next!
* Build your hero the way you decide
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[https://discord.gg/CCQqbqu/ DISCORD]
 
[http://wiki.cross-fire.org/dokuwiki/doku.php/lore/ Crossfire Lore]
 
 
[[Crossfire]] RPG clients, as well as information for hosting your own server, are available [http://crossfire.real-time.com/ at its website.]
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Revision as of 02:04, 3 February 2020


Featured Roguelike: Zorbus

In Zorbus your goal is to delve deep into a dungeon, find a portal to a mythical place called the Zorbus where a mere mortal can ascend to demigodhood.

Thematically Zorbus draws influence from the late 70s and early 80s tabletop D&D campaigns, adventures and lore. The goal is to create a tight, streamlined dungeon crawling experience where the dungeon feels alive, eventful and rich in content. Something more than just boring empty rooms and corridors! Diversely shaped levels with themed content (throne rooms, prisons, lots of hidden treasure caches etc.) with good connectivity between the areas.

Important part of the living dungeon are the creatures. Creatures act intelligently, might fight each other, flee when threatened and try to gather their friends to overcome a threat. Most creatures can use items and also pick them up from from the dungeon floor. Creatures are not silent either but comment on things with speech bubbles.

You don't have to go to the fight alone but can recruit other creatures along the way.

The rule system for the game is slightly influenced by the d20 system used in the 3rd edition of Dungeons & Dragons. Zorbus has experience levels but no character classes (race is selected). On each level up, you point buy skills and talents (mostly combat maneuvers and spells).

IIwsTva.png