Difference between revisions of "The Slimy Lichmummy"

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TSL is a roguelike (in the hack school) with an original cyberpunk/fantasy setting. You start out with a shotgun and a dozen shells.
TSL is a roguelike (in the hack school) with an original cyberpunk/fantasy setting. You start out with a shotgun and a dozen shells. Developed since 2006 and fairly complete and stable. Development usually takes place in burst for a couple of creative months followed by long spans of inactivity.
 
Available as source code or Win32 binary (testers wanted!).


Some defining features:
Some defining features:

Revision as of 19:37, 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


TSL is a roguelike (in the hack school) with an original cyberpunk/fantasy setting. You start out with a shotgun and a dozen shells. Developed since 2006 and fairly complete and stable. Development usually takes place in burst for a couple of creative months followed by long spans of inactivity.

Available as source code or Win32 binary (testers wanted!).

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.
  • High difficulty and learning threshold, but tries to be fair and educational. Elaborate death messages - you should always know what killed you and don't do that again.
  • 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).