Difference between revisions of "Linley's Dungeon Crawl"

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{{game-major| name = Linley's Dungeon Crawl
|developer = [[Linley Henzell]], others
|influences = [[NetHack]]
|theme = [[List of roguelikes by theme#Fantasy|Fantasy]]
|released = 1995
|updated = 2005, v. 4.0.0 (beta 26)
|licensing = copyleft source, [[freeware]]
|language = [[Cpp|C++]]
|platforms = Binaries: Amiga, [[Mac OS | Mac Classic]], [[Mac OS X]], [[DOS|MS-DOS]], OS/2, [[Windows]]; Source only: [[Linux]], Solaris, [[Unix|*NIX]], *BSD.
|interface = [[ASCII]], [[keyboard]], [[mouse]] ([[Tiles|tile]] version only)
|length = 4 to 12 hours
|site = http://www.dungeoncrawl.org/
}}
==History==
==History==


Crawl began in 1995 as the project of Australian [[Linley Henzell]] (in fact, its full name is [http://www.dungeoncrawl.org/ Linley's Dungeon Crawl]). Following Henzell's departure from the project in 1999, a loose  coalition of developers officially maintained the game, though (as of 2005) visible development has stalled at version 4.0.0. Outside contributors, such as Darshan Shaligram, continue to produce patches for the game.
'''Crawl''' began in 1995 as the project of Australian [[Linley Henzell]] (in fact, its full name is [http://www.dungeoncrawl.org/ Linley's Dungeon Crawl]). Following Henzell's departure from the project in 1999, a loose  coalition of developers officially maintained the game, though (as of 2005) visible development has stalled at version 4.0.0.


The development slowdown relates in part to legacy coding practices, as Henzell himself suggests in telling of Crawl's [[NetHack]]-inspired origins:
The development slowdown relates in part to legacy coding practices, as Henzell himself suggests in telling of Crawl's [[NetHack]]-inspired origins:


"There were some things I really wanted to fix ... and I thought parts ... could be made much more interesting. ... So I ... set about teaching myself [[C]]. ... Results were, predictably, quite horrible ... but I stuck at it. ... The Crawl dev-team has ... achieved a lot, given the spaghetti-like tangle of code."
:''"There were some things I really wanted to fix ... and I thought parts ... could be made much more interesting. ... So I ... set about teaching myself [[C]]. ... Results were, predictably, quite horrible ... but I stuck at it. ... The Crawl dev-team has ... achieved a lot, given the spaghetti-like tangle of code."'' — cited from [http://tvilsom.org/roguelike/50.html BALROG], by Erik I. Bolsøs.


— cited from [http://tvilsom.org/roguelike/50.html BALROG], by Erik I. Bolsøs.
In 2006 Darshan Shaligram and Erik Piper forked Dungeon Crawl as [[Dungeon Crawl Stone Soup]]. The fork has semiannual releases, and tournaments and has received patches from over two hundred contributors. Today Stone Soup is broadly synonymous with Dungeon Crawl.


==Soft Description==
==Soft Description==


A single-[[Dungeon|dungeon]] roguelike with a reputation for being devilishly hard and implementation of novel approaches to gameplay:
A single-[[dungeon]] roguelike with a reputation for being devilishly hard and for novel approaches to gameplay:


* There is very little room for [[Scumming|scumming]] — normally, you won't be able to engage in anything like [[NetHack]]'s nurse dancing, [[ADOM]]'s stone-giant scumming, or [[Band|Bands]]' "skill gain".
* Very little room for [[cheating|scumming]]. Normally, there's nothing like [[NetHack]]'s nurse dancing or [[ADOM]]'s stone-giant scumming.  It is not possible to stay in a region of moderate difficulty indefinitely, like one can in [[Band|Bands]]' when engaged in "stat gain".


* It's "[[Race|racist]]" rather than "[[Class|classist]]" — most of the "molding" of the character comes from race, while class merely determines how your character begins his/her career rather than the final development of a given character's talents.
* It's "[[race|racist]]" rather than "[[class|classist]]" — most of the "molding" of the character comes from race, while class merely determines how your character begins his/her career rather than the final development of a given character's talents.


* You can't sell items back to [[Shop|shops]].
* You can't sell items back to [[shops]].


* [[Skills|Skill]] rise through use. Unlike [[ADOM]], Crawl does not offer skill increases of your choice at levelup. This approach sometimes leads to quirks like the "victory dance" of spellcasting for no reason after defeating a high-[[XP]] monster, but otherwise works well.
* [[Skill]]s rise through use. Unlike [[ADOM]], Crawl does not offer skill increases of your choice at levelup. This approach sometimes leads to quirks like the "victory dance" of spellcasting for no reason after defeating a high-[[XP]] monster, but otherwise works well.


* Fighter-mages are implemented more completely than in any other roguelike. There is not one or two such classes, but at least six: magic-enhanced, unarmed combatants (transmuters); magic-enhanced, armed combatants (crusaders); combat-enhanced, armed mages (enchanters); physical melee/magical ranged combatants (reavers); necromantic, armed combatants (death knights); and magic-enhanced, stealthy combatants (stalkers). There are also two alternatives to [[Magic|magic]] — invocations and evocations — and so fighter-evokers and fighter-invokers could be considered here, as well.
* More complete fighter-mages implementation. Rather than one or two such classes, there are at least six: magic-enhanced, unarmed combatants (transmuters); magic-enhanced, armed combatants (crusaders); combat-enhanced, armed mages (enchanters); physical melee/magical ranged combatants (reavers); necromantic, armed combatants (death knights); and magic-enhanced, stealthy combatants (stalkers). There are also two alternatives to [[Magic|magic]] — invocations and evocations — and so fighter-evokers and fighter-invokers could be considered here, as well.


* Although there is no corpse [[Intrinsic|intrinsics]] system, food and diet are handled inventively, permeating gameplay.
* Although there is no corpse [[intrinsics]] system, [[food]] and diet are handled inventively, permeating gameplay.


* [[Mutations]] exist, but unlike [[ADOM]], they do not enforce a time limit, and unlike the [[ToME]], are often quite nice. They are also often quite nasty, keeping players on their toes.
* [[Mutation]]s. Unlike [[ADOM]], they do not enforce a time limit, and unlike the [[ToME]], are often quite nice. They are also often quite nasty, keeping players on their toes.


* [[gods|Gods]], gods, and more gods — twelve of them, each distinct from the next. Choice of religion is almost as important as that of race.
* [[God]]s, gods, and more gods — twelve (twenty one in Stone Soup) in total, each distinct from the next. Choice of religion is almost as important as that of race.


* Players are discouraged from investing too heavily in the ID game.
* Players are discouraged from investing too heavily in the ID game.


* Areas far too challenging to certain play styles which does wonders for replayability.
* Areas far too challenging to certain play styles, which do wonders for replayability.


==Hard Description==
==Hard Description==


You choose a race and, based on race restrictions, a class, then dive 27 levels to retrieve the Orb of Zot before ascending back to the surface. On your descent you will need to make side trips to branch [[Dungeon|dungeons]] to acquire "runes", keys needed to enter the Realm of Zot.
You choose a race and, based on race restrictions, a class, then dive 27 levels to retrieve the Orb of Zot before ascending back to the surface. On your descent you will need to make side trips to branch [[Dungeon|dungeons]] to acquire "runes", keys needed to enter the Realm of Zot.
==New Documentation==
An effort is being made to write better documentation for the [[Dungeon Crawl Stone Soup | Stone Soup]] fork of this game.
You can see the documentation project [[Crawl: New Documentation|here]]
== Variants ==
* [[AxCrawl]]
* [[CrawlJ]]
* [[Dungeon Crawl Stone Soup]]
== Handheld versions ==
* [http://www.nightmode.org/dscrawl/ DSCrawl] for the Nintendo DS by Sasq. This is not just a straight port. Some effort has been made to make this port playable on a portable console - formatting the output into windows, designing an input system with shortcuts that is quick to use etc. (Note: the site seems to be down. Use Wayback to access an old version of the site. The last version of DSCrawl is v1.0)
* A more recent version of DSCrawl is available. It has been dldi patched by [http://forum.gbadev.org/viewtopic.php?t=13311 errabes] to run on a greater variety of flash hardware. Download [http://errabes.free.fr/pogo2/ dscrawl_dldi-b1]
==External links==
* [http://crawlj.sourceforge.jp/down_e.html Dungeon Crawl Tile Version] (Last update: 12/2005)
* [http://enne.walker.googlepages.com/stonesouptiles Dungeon Crawl Tile Version for Stone Soup (Newer)]
* [http://www.digital-eel.com/13steps/ 13 Steps To CRAWL]
* [http://sourceforge.net/projects/crawl-ref/ Stone Soup Development]
* [http://techlorebyigor.blogspot.com/search/label/Dungeon%20Crawl Crawl fan site]
* A [http://img3.imageshack.us/img3/7421/dcflowchart.png foolproof plan] for winning at dungeon crawl
[[Category:Open source]]

Latest revision as of 12:42, 14 October 2015

Linley's Dungeon Crawl
Major Roguelike
Developer Linley Henzell, others
Theme Fantasy
Influences NetHack
Released 1995
Updated 2005, v. 4.0.0 (beta 26)
Licensing copyleft source, freeware
P. Language C++
Platforms Binaries: Amiga, Mac Classic, Mac OS X, MS-DOS, OS/2, Windows; Source only: Linux, Solaris, *NIX, *BSD.
Interface ASCII, keyboard, mouse (tile version only)
Game Length 4 to 12 hours
Official site of Linley's Dungeon Crawl


History

Crawl began in 1995 as the project of Australian Linley Henzell (in fact, its full name is Linley's Dungeon Crawl). Following Henzell's departure from the project in 1999, a loose coalition of developers officially maintained the game, though (as of 2005) visible development has stalled at version 4.0.0.

The development slowdown relates in part to legacy coding practices, as Henzell himself suggests in telling of Crawl's NetHack-inspired origins:

"There were some things I really wanted to fix ... and I thought parts ... could be made much more interesting. ... So I ... set about teaching myself C. ... Results were, predictably, quite horrible ... but I stuck at it. ... The Crawl dev-team has ... achieved a lot, given the spaghetti-like tangle of code." — cited from BALROG, by Erik I. Bolsøs.

In 2006 Darshan Shaligram and Erik Piper forked Dungeon Crawl as Dungeon Crawl Stone Soup. The fork has semiannual releases, and tournaments and has received patches from over two hundred contributors. Today Stone Soup is broadly synonymous with Dungeon Crawl.

Soft Description

A single-dungeon roguelike with a reputation for being devilishly hard and for novel approaches to gameplay:

  • Very little room for scumming. Normally, there's nothing like NetHack's nurse dancing or ADOM's stone-giant scumming. It is not possible to stay in a region of moderate difficulty indefinitely, like one can in Bands' when engaged in "stat gain".
  • It's "racist" rather than "classist" — most of the "molding" of the character comes from race, while class merely determines how your character begins his/her career rather than the final development of a given character's talents.
  • You can't sell items back to shops.
  • Skills rise through use. Unlike ADOM, Crawl does not offer skill increases of your choice at levelup. This approach sometimes leads to quirks like the "victory dance" of spellcasting for no reason after defeating a high-XP monster, but otherwise works well.
  • More complete fighter-mages implementation. Rather than one or two such classes, there are at least six: magic-enhanced, unarmed combatants (transmuters); magic-enhanced, armed combatants (crusaders); combat-enhanced, armed mages (enchanters); physical melee/magical ranged combatants (reavers); necromantic, armed combatants (death knights); and magic-enhanced, stealthy combatants (stalkers). There are also two alternatives to magic — invocations and evocations — and so fighter-evokers and fighter-invokers could be considered here, as well.
  • Although there is no corpse intrinsics system, food and diet are handled inventively, permeating gameplay.
  • Mutations. Unlike ADOM, they do not enforce a time limit, and unlike the ToME, are often quite nice. They are also often quite nasty, keeping players on their toes.
  • Gods, gods, and more gods — twelve (twenty one in Stone Soup) in total, each distinct from the next. Choice of religion is almost as important as that of race.
  • Players are discouraged from investing too heavily in the ID game.
  • Areas far too challenging to certain play styles, which do wonders for replayability.

Hard Description

You choose a race and, based on race restrictions, a class, then dive 27 levels to retrieve the Orb of Zot before ascending back to the surface. On your descent you will need to make side trips to branch dungeons to acquire "runes", keys needed to enter the Realm of Zot.

New Documentation

An effort is being made to write better documentation for the Stone Soup fork of this game. You can see the documentation project here

Variants

Handheld versions

  • DSCrawl for the Nintendo DS by Sasq. This is not just a straight port. Some effort has been made to make this port playable on a portable console - formatting the output into windows, designing an input system with shortcuts that is quick to use etc. (Note: the site seems to be down. Use Wayback to access an old version of the site. The last version of DSCrawl is v1.0)
  • A more recent version of DSCrawl is available. It has been dldi patched by errabes to run on a greater variety of flash hardware. Download dscrawl_dldi-b1

External links