@Star Wars
@Star Wars | |
---|---|
Developer | Andrew Wright (aka roocey) |
Theme | Star Wars |
Influences | Crawl and many others |
Status | Alpha |
Released | 0.1e - June 30th, 2012 |
Updated | 0.4c - September 18th, 2012 |
Licensing | http://creativecommons.org/licenses/by-nc/3.0/ |
P. Language | Python 2.7 |
Platforms | Windows |
Interface | Primarily keyboard |
Game Length | A few minutes currently |
Official site of @Star Wars |
@Star Wars (alternatively, @Star Wars RL) is a roguelike set in the Star Wars galaxy. Windows downloads are regularly posted on the development blog.
Features
- D6 system.
- Diverse species.
- Skills that integrate well into the D6 system.
- Backgrounds!
New features as of the 0.4 series of updates:
- Poisons & Bleeds
- Mini-bosses
- Redoubled focus on balance
Planned features:
- More mini-bosses and a better mini-boss system
- A complete dungeon with a definite end point
- And more!
History
This project began as a simple curiosity back around March, 2011. When it began, it was little more than Jotaf's tutorial. Basically the player could walk around, kill rats, and loot potions. While @Star Wars will always have its roots planted in Jotaf's tutorial, the game has ballooned far beyond those simpler days. It now features a complete equipment system, saving & loading, special enemy properties, and, is of course, set in the Star Wars universe instead of a generic fantasy one.
The primary influences towards @Star Wars include: Dungeon Crawl Stone Soup, due to the developers' ability to seemingly master mechanics; UnAngband, because Andrew Doull is a very interesting person and is the primary reason I decided to start a blog; Cataclysm, because not only is Whales a great developer, he's fantastic when it comes to interacting with players; Star Wars D6 (by West End Games), for inspiring me to implement the D6 system and for generally creating a good game; Jeff Vogel, the other reason I decided to start a blog; David Ploog, he may not be a programmer or artist, but he has a fantastic ability to design. There's probably many other influences, but these are the few I can think of off the top of my head and without getting overly cheesy.