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  • |status = In early development '''Development'''
    3 KB (494 words) - 09:13, 9 May 2013
  • ...and lore. The end goal for the roguelike is a fully-functioning combat and character system derived from the Elder Scrolls games, and eventually an overworld wi == Development ==
    1 KB (147 words) - 03:43, 31 May 2017
  • ...A race and background are chosen which shape the general direction of the character, but with each level gained the player chooses which statistics and skills * Over 50 distinct skills (with many more still in development)
    2 KB (208 words) - 02:39, 19 May 2017
  • ...ion the game is not suffering from architecture astronaut problems and its development progresses very well. Most time spent programming is devoted to improving t Development started in 2006 during vacation. It reached 0.0.5 but my experience in prog
    2 KB (265 words) - 05:43, 24 October 2015
  • |updated = In active development Classic Roguelike (turn based, tile based) RPG with a rich character building system.
    1,006 bytes (125 words) - 09:39, 12 January 2023
  • === In Development === * Character creation
    3 KB (410 words) - 02:33, 30 May 2017
  • ...n planets, that are filled with various monsters, secrets and hazards. The development started in October 2014 and it continues. ...oured with perks and items that the player can choose during the run. Each character also has their own set of skills and perks. Activatable secrets around the
    2 KB (308 words) - 02:20, 26 September 2016
  • == Development == ...me system, more complicated dungeon layouts, and individual boss enemies. Development so far has been entirely original, even down to uniquely developed line-dra
    3 KB (407 words) - 00:14, 17 March 2014
  • ...t and weaponry provided by 7Soul1 at Deviantart. oCult offers a system of character progression that is predicated upon '''use/reward'''. ...o accomplish top level skill achievements or weapon prerequisites for your character class.
    1 KB (177 words) - 09:01, 4 December 2018
  • ...n C++ using Win32 to draw ASCII tiles. The game is pre-alpha but in active development as of July, 2010, with an alpha release hopefully coming soon. It has not b ...Exalt 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
    3 KB (454 words) - 12:23, 28 April 2017
  • ...n. To unequip an item just right click on it. On both inventory screen and character screen, you can identify the items by moving the mouse cursor over them. Ev == Development ==
    3 KB (465 words) - 14:20, 18 May 2012
  • Visually, in its current development stage, it is quite attractive. It uses simulated [[ASCII]] graphics, drawn The game begins with the main character returning to his hometown after a service in the royal army. He finds his
    3 KB (508 words) - 18:34, 16 May 2017
  • ...n stupid, hard to control, and lacking in abilities compared to the player character. SummonerRL aims to redeem these allied NPC and allow them to become respec Character progression mostly takes place around the campfire which can be started aft
    3 KB (426 words) - 20:33, 27 May 2021
  • ...vialize religions and other beliefs. Unfortunately, the projected 15-year development cycle for the tech demo suggests that The Ugarit Heresy will never be compl * Unique 3-option character development system inspired by Breath of Death VII
    3 KB (469 words) - 05:28, 15 November 2012
  • ...ferent, there are likely to be important things I don't know about getting development with this library working. Try typing a non-ASCII character at the console prompt just to make sure you see it. If you don't know how t
    6 KB (979 words) - 23:12, 31 May 2013
  • ...sters, about 3000 maps to explore, an elaborate magic system, 13 races, 15 character classes, a system of skills, and many artifacts and treasures. Crossfire's development history started in mid-1992. It originally started as a Gauntlet clone deve
    5 KB (750 words) - 17:10, 21 October 2020
  • ...ay, simply ignored, and possibly subtracted from in order to allocate more development points to other stats. An example of the former may be [[Dungeons & Dragons
    884 bytes (153 words) - 01:26, 3 July 2016
  • ...o Write a Roguelike in 15 Steps|HWR15]] Part 3. In a traditional waterfall development pattern this is the easiest part to implement because it's the most basic. ## Test Character Display
    7 KB (799 words) - 00:45, 13 October 2012
  • ...uelike in active development, with an emphasis on long gameplay per single character.
    818 bytes (91 words) - 15:52, 23 November 2016
  • ...e mechanics and setting of the Fallout series of games, currently in early development. ...d on Fallout 1/2, planned features include a randomly generated wasteland, character creation using SPECIAL and turn-based combat based on action points.
    765 bytes (96 words) - 04:31, 30 December 2013

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