UgaritRL

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UgaritRL
Alpha Project
Developer Steven Fletcher
Theme Canaanite Mythology, Christianity, Conspiracy Theories
Influences Sangband, Terraria, Geneforge, Actraiser
Released February 20, 2011
Updated November 14, 2012
Licensing GPL (Free, open source)
P. Language Java
Platforms Windows (so far)
Interface Graphical (Orthogonal), Mouse, Keyboard
Game Length Undetermined
[{{{site}}} Official site of UgaritRL]


Overview

UgaritRL was a tech demo attempting to apply the awesome power of 90's era video game technology to the features common in modern games. It was abandoned in 2012, and the developer has moved onto to new things.

UgaritRL was intended to be a adolescent power fantasy in which players would begin the game as weaklings but quickly rise in power until they can slaughter legions and summon armies with a wave of one hand.

Combat will be turn-based and will feature relatively large scale strategic battles. There will be a wide range of enemies within the game, and little attempt will be made to exclude things that don't make sense.

Features

Here are some features that would have made UgaritRL unique among rogue-likes:

  • More mental than Binding of Isaac.
  • Retro 2D graphics, but mercifully no ASCII mode
  • Unique 3-option character development system inspired by Breath of Death VII
  • A crafting system modeled upon Terraria's, but with less detail
  • RTS-like buildings
  • Easy resource gathering
  • Ally creation, much like in Geneforge, but possibly customizable like the units in Sid Meier's Alpha Centauri
  • Includes a map editor for creating new scenarios
  • Based loosely upon ancient middle eastern myth (particularly Canaanite myth)
  • Humans are livestock!

Sadly, none of these features were ever fully implemented at this time. The 3-option character development system exists but can only be used in a trivial way at this time.

Development

This game started as a platformer about a squirrel, changed to an RPG about anthromorphic rabbits, and finally settled into being a roguelike about Canaanite mythology.

As time passes, the design elements are becoming less malleable than they once were. The constant shifting back-and-forth is due to the lack of a strong purpose and the haphazard development process.

This game has been abandoned.