Cracks and Crevices
Cracks and Crevices | |
---|---|
Alpha Project | |
Developer | Stu George |
Theme | Fantasy |
Influences | Underdark |
Released | 2007 Feb 24 |
Updated | 2008 Feb 18 |
Licensing | GPL |
P. Language | C |
Platforms | Windows, Linux |
Interface | Graphical ascii tiles, Keyboard |
Game Length | short |
Official site of Cracks and Crevices |
Cracks and Crevices is a graphical ascii roguelike game written by Stu, using SDL. It takes ideas from my other roguelikes like UnderDark and SRL.
The originaly idea was to keep things simple in order to create an actual working game instead of a huge mountain of ideas that never get implemented or see the light of day.
Its designed to not be so hardcore as NetHack and Crawl but not be as easy as Larn. It does provide help for the beginner and cue's when the game starts.
Story
Cracks and Crevices is about life in the small village of Danforths Outcrop, hewn into the rock at an opening to a large crevice. The game starts with you, a young person of the village on the verge of your adulthood test, which is to survive two days in the labyrinth of the crevice before you will be allowed back into town. Only the strong survive to increase the strength of the village, and if you survive you will be allowed back into town, there you can explore or re-enter the labyrinth or take up some quests offered by the town clerk.
Features
- Semi realtime gameplay
- Facing FOV
- Stackable spell / weapon system
- Magic System based on MP that regerates over time or by wielding/wearing mage type items
- Weapons, Potions, Spell books, mushrooms, rings, armor, shields, etc
- No preset classes or skill systems. Development of @'s class is up to the player.
- Customer key configuration
- Message Logs
- Character dumps
- Save / Load
- Permadeath
- Working towns (shops, inns, banks, etc)
- Special NPC's
Time and Modes
Cracks and Crevices uses semi-realtime to set the game play. There is an Easy / Medium / Hard mode of play.
Easy
- Easy mode gives you 3 seconds to make a move before you loose your current turn and all the monsters get to move.
- More Money to start the game with
- Circular FOV
Medium
- 1.5 seconds per move
- Facing directional cone FOV
Hard
- 1 second per move
- Facing directional cone FOV
Class System
There is no preset class system or skill system in the game. It is left up to the player to choose the direction of development, if they want to focus on pure melee fighter type or mage type or something in between. There is no restriction on wielding swords and casting spells at the same time. There are pros and cons to each and heavy armor may not be the best choice for a spellcaster...
Current Status
0.4 has many changes
- BIG Rewrote mainloop code (fixed some subtle round bugs).
- Rounds now work properly for all NPC's and the PC
- Timers work correctly
- Rewrote attribute code
- Gold drops on floor now
- Monsters die correctly!
- Initial quest time shortened to make it more attainable.
- Messages are now counted and displayed as Msg (x) if repeated to stop cluttering the display.
- Remove character dump when starting a new game
- Dont save character dump when saving game
- Stopped monsters and drops from appearing in the message window (doh!)
- Stopped saving from doing an explicit call to exit instead of falling through the game loop like quit does, which revealed some mem leaks that were plugged.
- Gold drops were dropping underneath the player not monster!
- Spells in spellbooks
- Start spell when buying first spellbook
- Attack/Target Cycling/Cast Spell commands
- Implemented 99% of the spell attributes
- Casting spells now works! (no whizzbang animation. it just works)
- auto pickup working
- Pickup key words
- Fixed : When selling item, unequip it automatically
- Added circular fov for easy games
- Bumpbed facing fov for medium + hard games
- Added leveling up
- Added ctrl-c as break all from program
- Added ESC as means to close out most all dialogues
- Made some defaults sane (no mixing cursor + keypad)