Difference between revisions of "Scantanador"

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== Summary ==
== Summary ==
Scantanador is a JavaScript roguelike, built upon ROT.JS library. It should work with any modern browser, that is any browser which supports Canvas and ECMAScript 5.
'''Scantanador''' is a JavaScript roguelike, built upon '''ROT.JS''' library, playable with any [r/d]ecent browser and via keyboard, mouse or touch (somehow).


The commands are more or less the same you can find in any roguelike, but with a little difference: you can use mouse and touch, too, apart from the keyboard. You can move around the dungeon with arrow keys, numpad keys, but also by clicking or touching the portion of the screen corresponding to the direction you want to go.
Right now it's a coffeebreak roguelike, with your average stuff: explore a dungeon, hack at monsters, defeat the Big Baddie and win. Or die in the process. However, it should grow at every new release, with new monsters, new items, new spells, new abilities, new class, bigger dungeon and new interesting ways to die. We'll see.
By pressing [Enter], or clicking/touching on the @ icon, you can open the menu, which lists all the main actions you can perform. The [?] key will show you a list of keys and the corresponding actions (pick up, drop and use items, wield weapons, wear armours, look at your equipment and so on).


Right now, there is only one dungeon and it has 10 levels, without a final boss. You can explore it as you like, fight against monsters and test various items. When you choose to [u]se an item, the most natural action for the given item will be performed: drink a potion, read a scroll, wield a weapon and so on.
Saving and loading are already implemented, although they are not very useful, given that the game is very short. Anyway, the game is saved every time you enter a new level and is loaded every time you open the game (if a saved game is available). If you want to delete the saved game, die or press [z] before starting.
 
Saving and loading are already implemented, although they are not very useful, given that the game is very short. Anyway, the game is saved every time you enter a new level and is loaded every time you open the game (if a saved game is available).
There is not graphics, apart from Unicode. For now. In a distant future I might decide to go for graphical tiles, although I’m as artistic as a cod, but at the moment eye-candies are not a priority.


There is no graphics apart from Unicode. For now. In a distant (?) future I might decide to go for graphical tiles, although I’m as artistically inclined as a cod, but at the moment eye-candies are not a priority. They could become, later down the road.


[http://www.adrianomarchetti.it/altro/scantanador.html Play it online]
[http://www.adrianomarchetti.it/altro/scantanador.html Play it online]


== todo List ==
== todo List ==

Revision as of 12:00, 6 March 2015

Scantanador
Developer Adriano
Theme fantasy
Influences T.o.M.E. (up to 2.3.5)
Status Alpha
Released February 1 2015
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language JavaScript
Platforms Web browser
Interface Unicode, Keyboard, Mouse, Touch
Game Length very short, for now
Official site of Scantanador


Summary

Scantanador is a JavaScript roguelike, built upon ROT.JS library, playable with any [r/d]ecent browser and via keyboard, mouse or touch (somehow).

Right now it's a coffeebreak roguelike, with your average stuff: explore a dungeon, hack at monsters, defeat the Big Baddie and win. Or die in the process. However, it should grow at every new release, with new monsters, new items, new spells, new abilities, new class, bigger dungeon and new interesting ways to die. We'll see.

Saving and loading are already implemented, although they are not very useful, given that the game is very short. Anyway, the game is saved every time you enter a new level and is loaded every time you open the game (if a saved game is available). If you want to delete the saved game, die or press [z] before starting.

There is no graphics apart from Unicode. For now. In a distant (?) future I might decide to go for graphical tiles, although I’m as artistically inclined as a cod, but at the moment eye-candies are not a priority. They could become, later down the road.

Play it online

todo List

Here are the feature I plan to implement, from now on:

-improved ranged fight;

-new monsters, items, powers;

-smarter monsters (or at least less stupid);

-classes for the player;

-special abilities for player and monsters;

-new dungeons/bigger dungeon;

-last boss;

-magic system;

-traps;

-unidentified items;

-NPC?