Difference between revisions of "The Slimy Lichmummy"
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* 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. | * 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. | ||
* Health is regained by finding medkits or certain potions - no natural regeneration! Health is a finite resource that must be conserved. | * 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. | * Characters improve by finding and installing augmentations. You are given an a/b choice and the augmentation not chosen is discarded. | ||
* Stealth is very useful. You don't want - and don't need - to pick every fight. | * Stealth is very useful. You don't want - and don't need - to pick every fight. | ||
* Unique (?) field of view algorithm that is *not* based on "line of sight". Light "bounces" on walls and lets you see around corners. | * Unique (?) field of view algorithm that is *not* based on "line of sight". Light "bounces" on walls and lets you see around corners. | ||
* Interface that allows both verb-noun and noun-verb item actions. Very quick ranged combat - when playing with vi-keys, shift+direction performs a ranged attack. | * Interface that allows both verb-noun and noun-verb item actions. Items are autoequipped when it makes sense to do so. All keys can be remapped, Dvorak and numpad-enabled layouts included. | ||
* Very quick ranged combat - when playing with vi-keys, shift+direction performs a ranged attack. Dedicated key for quickly cycling different kinds of ammo. | |||
* Unique (?) visual style. Uses only grayscale. Walls are drawn as continuous lines, floors as raster (checkerboard character). An option exists to use traditional '.' floors. | |||
* Many status modifiers. You (and enemies!) can be poisoned, wounded, stunned, hasted, slowed, flying, blinded and must adapt strategy to this. | |||
* Environmental hazards. You can fly over lava, swim in water or freeze them in some way. Forcefields can be disabled by different means. | * 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. Items can interact (e.g. apply a potion of poison on darts to produce poisoned darts). | * Most items are known and usable, some must be identified to be utilized fully. Random scrolls, potions and wands. Items can interact (e.g. apply a potion of poison on darts to produce poisoned darts). |
Revision as of 19:24, 12 November 2011
The Slimy Lichmummy | |
---|---|
Beta Project | |
Developer | Ulf Åström (aka Happy Pony Land) |
Theme | cyberpunk/fantasy |
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.
TSL is a roguelike (in the hack school) with an original cyberpunk/fantasy setting. You start out with a shotgun and a dozen shells.
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.
- 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.
- Stealth is very useful. You don't want - and don't need - to pick every fight.
- Unique (?) field of view algorithm that is *not* based on "line of sight". Light "bounces" on walls and lets you see around corners.
- Interface that allows both verb-noun and noun-verb item actions. Items are autoequipped when it makes sense to do so. All keys can be remapped, Dvorak and numpad-enabled layouts included.
- Very quick ranged combat - when playing with vi-keys, shift+direction performs a ranged attack. Dedicated key for quickly cycling different kinds of ammo.
- Unique (?) visual style. Uses only grayscale. Walls are drawn as continuous lines, floors as raster (checkerboard character). An option exists to use traditional '.' floors.
- Many status modifiers. You (and enemies!) can be poisoned, wounded, stunned, hasted, slowed, flying, blinded and must adapt strategy to this.
- 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. Random scrolls, potions and wands. Items can interact (e.g. apply a potion of poison on darts to produce poisoned darts).