Difference between revisions of "The Slimy Lichmummy"
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{{game-beta| name = The Slimy Lichmummy | {{game-beta| name = The Slimy Lichmummy | ||
|developer = Ulf Åström (aka Happy Pony Land) | |developer = Ulf Åström (aka Happy Pony Land) | ||
|theme = | |theme = fantasy/cyberpunk | ||
|influences = Ultima Underworld, Quake, Nethack | |influences = Ultima Underworld, Deus Ex, Quake, Nethack | ||
|released = 2006 (0.1) | |released = 2006 (0.1) | ||
|updated = 2011- | |updated = 2011-11-11 (0.32) | ||
|licensing = open source | |licensing = open source | ||
|language = C | |language = C | ||
|platforms = anything with a C compiler | |platforms = anything with a C compiler | ||
|interface = | |interface = ncurses | ||
|length = | |length = | ||
|site = http://www.happyponyland.net/roguelike.php | |site = http://www.happyponyland.net/roguelike.php | ||
}}{{stub}} | }}{{stub}} | ||
Some defining features: | |||
* Persistent levels, built from manually designed (but randomly chosen) chunks. | |||
* Non-linear level progression. Currently the dungeon has two main branches that lead to a common endgame. Each level has a distinct look and feel and a different set of enemies. | |||
* Gameplay that discourages grinding. You do not gain experience from kills or regain health by waiting. There is no reason to remain for long on a level - monsters respawn at an increasingly aggressive rate. There is no autoexplore, every level and encounter should be interesting. | |||
* Stealth is very useful. You don't want - and don't need - to pick every fight. | |||
* Environmental hazards. You can fly over lava, swim in water or freeze them in some way. Forcefields can be disabled by different means. | |||
* Most items are known and usable, some must be identified to be utilized fully. | |||
* Item interactions, e.g. apply a potion of poison on darts to produce poisoned darts. | |||
* Health is regained by finding medkits or certain potions - no natural regeneration! Health is a finite resource that must be conserved. | |||
* Characters improve by finding and installing augmentations. You are given an a/b choice and the augmentation not chosen is discarded. | |||
* Unique (?) field of view algorithm that is *not* based on "line of sight". Light "bounces" on walls and lets you see around corners. | |||
* Unique (?) visual style. Uses only grayscale. Walls are drawn as continuous lines, floors as raster (checkerboard character). An option exists to use traditional '.' floors. |
Revision as of 19:11, 12 November 2011
The Slimy Lichmummy | |
---|---|
Beta Project | |
Developer | Ulf Åström (aka Happy Pony Land) |
Theme | fantasy/cyberpunk |
Influences | Ultima Underworld, Deus Ex, Quake, Nethack |
Released | 2006 (0.1) |
Updated | 2011-11-11 (0.32) |
Licensing | open source |
P. Language | C |
Platforms | anything with a C compiler |
Interface | ncurses |
Game Length | |
Official site of The Slimy Lichmummy |
- This page is a stub. Please help RogueBasin by expanding it. Click here to edit this page.
Some defining features:
- Persistent levels, built from manually designed (but randomly chosen) chunks.
- Non-linear level progression. Currently the dungeon has two main branches that lead to a common endgame. Each level has a distinct look and feel and a different set of enemies.
- Gameplay that discourages grinding. You do not gain experience from kills or regain health by waiting. There is no reason to remain for long on a level - monsters respawn at an increasingly aggressive rate. There is no autoexplore, every level and encounter should be interesting.
- Stealth is very useful. You don't want - and don't need - to pick every fight.
- Environmental hazards. You can fly over lava, swim in water or freeze them in some way. Forcefields can be disabled by different means.
- Most items are known and usable, some must be identified to be utilized fully.
- Item interactions, e.g. apply a potion of poison on darts to produce poisoned darts.
- Health is regained by finding medkits or certain potions - no natural regeneration! Health is a finite resource that must be conserved.
- Characters improve by finding and installing augmentations. You are given an a/b choice and the augmentation not chosen is discarded.
- Unique (?) field of view algorithm that is *not* based on "line of sight". Light "bounces" on walls and lets you see around corners.
- Unique (?) visual style. Uses only grayscale. Walls are drawn as continuous lines, floors as raster (checkerboard character). An option exists to use traditional '.' floors.