RogueRunner

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Revision as of 16:42, 6 November 2009 by Roguerunner (talk | contribs)
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RogueRunner
Talkie-Talkie Project
Developer Jake Keel
Theme Fantasy
Influences Angband, Dungeon Crawl, NetHack, Diablo II, Dungeon Siege II
Licensing GPL
P. Language C
Platforms Windows
Interface ASCII,Keyboard
Game Length Varied
Official site of RogueRunner


RogueRunner is a roguelike game currently under development by Jake Keel. The game is being built in C++ using Win32 to draw ASCII tiles. The game is pre-alpha but in active development as of Oct, 2009, with an alpha release coming in the next few months.


Defining features

Game vs. Engine

RogueRunner can better be described as an engine that accepts as input the definition of a game. As your character moves around their world, the content is generated randomly based on rules defining whatever it is that's being generated. These definitions can contain 'hard coded' parts and/or random parts, allowing for certain things to always be the same, always be different, or a mixture of both. RogueRunner will naturally have at least 1 world that comes with the engine and will be considered the standard world that everyone plays in common.

No Classes

RogueRunner does not have a class system. Instead, any character can do anything they please, and your proficiency at any particular skill will be based on how often you use it. As your level increases in certain areas, you'll gradually define who and what your character really is.

Combat and Magic

RogueRunner has very different ways of playing the game, and many different combinations of those ways as well. Different items benefit different skill sets and lead to meaningful decisions about item management. All of the ways of playing (with a reasonable amount of specialization) are at least valid for beating the game, with sections or phases of the game being slightly more difficult.

Tactics vs. Grinding

This is the goal for RogueRunner:

- Players should want to delve deeper into the game, but not with a "You die if you hang around too long" imminence hanging over their heads.

- Resources should be limited in ways that force the player to make meaningful decisions, but not so much that they feel crippled.

- If money is to play a part in the game, it should be valuable throughout the game, and not just desperately needed in the beginning.

More

There are many other aspects to the game, some implemented, and some planned. The official site will always contain the latest information, source code, and documentation on the game.