Difference between revisions of "Artisan"
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Artisan is a creation oriented roguelike set in its own world. | Artisan is a creation oriented roguelike set in its own world. | ||
== Current | == Features == | ||
=== Current == | |||
* Neutral and hostile NPCs, NPCs that change behaviour when the player is close (they run for example) | * Neutral and hostile NPCs, NPCs that change behaviour when the player is close (they run for example) | ||
* Working inventory and equipment | * Working inventory and equipment | ||
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* Two-weapon combat | * Two-weapon combat | ||
== In | === In Development === | ||
* Character creation | * Character creation | ||
* Crafting system giving you the opportunity to make new items in three different ways: | * Crafting system giving you the opportunity to make new items in three different ways: | ||
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** Item design, using the characters Creativity skill, in which the character attempts to design an item with the qualities he/she wants it to have (these are again restricted only by the character's intelligence and creativeness). Items can be further enhanced with non-classical materials (like bird feathers, minerals, or just additional metals/leather an so on) to get additional or even magical properties. Here the Creativity greatly influences the chance that you get boots that allow you to walk on water, against getting boots that make you sink like a rock. The newly designed item can be a miracle or a disaster, but the player doesn't know the final properties of the item until its creation! | ** Item design, using the characters Creativity skill, in which the character attempts to design an item with the qualities he/she wants it to have (these are again restricted only by the character's intelligence and creativeness). Items can be further enhanced with non-classical materials (like bird feathers, minerals, or just additional metals/leather an so on) to get additional or even magical properties. Here the Creativity greatly influences the chance that you get boots that allow you to walk on water, against getting boots that make you sink like a rock. The newly designed item can be a miracle or a disaster, but the player doesn't know the final properties of the item until its creation! | ||
== Planned == | === Planned === | ||
* Talking with NPCs | * Talking with NPCs | ||
* Quests | * Quests |
Revision as of 20:15, 17 May 2017
Artisan | |
---|---|
Defunct Game | |
Developer | Elbin |
Theme | Fantasy, Crafting |
Influences | ADOM |
Released | Oct 08, 2007 (0.5) ({{{relver}}}) |
Updated | 0.5b ({{{updver}}}) |
Licensing | Freeware |
P. Language | Python |
Platforms | Windows |
Interface | |
Game Length | |
[{{{site}}} Official site of Artisan] |
Artisan is a creation oriented roguelike set in its own world.
Features
= Current
- Neutral and hostile NPCs, NPCs that change behaviour when the player is close (they run for example)
- Working inventory and equipment
- Containers that can be picked up and put in one another
- Backpack that holds the player's inventory and has to be equipped, can be dropped or picked up from the ground
- A "Free hands" system allowing the player to pick up items even if no backpack is equipped and hold them in hand with full functionality. The player can carry up to one item in each free hand.
- The player can hold anything in hand (or both hands if it's heavy) and use it as a weapon
- Weapon skills that are learned as the corresponding weapon is used
- Two-weapon combat
In Development
- Character creation
- Crafting system giving you the opportunity to make new items in three different ways:
- By disassembly/assembly of items you find/buy - those items break into their constituent parts if you have the wits to disassemble them
- Free-form creation using a classification of the materials, allowing you to create a club from everything heavy that you can tie to the end of a stick
- Item design, using the characters Creativity skill, in which the character attempts to design an item with the qualities he/she wants it to have (these are again restricted only by the character's intelligence and creativeness). Items can be further enhanced with non-classical materials (like bird feathers, minerals, or just additional metals/leather an so on) to get additional or even magical properties. Here the Creativity greatly influences the chance that you get boots that allow you to walk on water, against getting boots that make you sink like a rock. The newly designed item can be a miracle or a disaster, but the player doesn't know the final properties of the item until its creation!
Planned
- Talking with NPCs
- Quests
- Orientation system for traveling using orientation skills - you can lose your way if you don't stick to the road
- LOTS of items to make, possibly also with a free classification
- LOTS of materials to be harvested
- A magical system
- Item experience (the more you use an item, the more used you get to it)