Difference between revisions of "Incavead"
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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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====Some screenshots:==== | ====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 | |||
http://dungeon.name/img/ | |||
Revision as of 19:09, 19 February 2014
Incavead: infinite cave adventure | |
---|---|
Developer | tkatchev |
Theme | Fantasy |
Influences | Diggr, Nethack |
Status | Beta |
Released | 2013-06-18 |
Updated | v. 68af525 on 2014-02-19 |
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: