Difference between revisions of "@Star Wars"

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This project began as a simple curiosity back around March, 2011. When it began, it was little more than [http://roguebasin.roguelikedevelopment.org/index.php/Complete_Roguelike_Tutorial,_using_python%2Blibtcod 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.
This project began as a simple curiosity back around March, 2011. When it began, it was little more than [http://roguebasin.roguelikedevelopment.org/index.php/Complete_Roguelike_Tutorial,_using_python%2Blibtcod 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 design sense. 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.
The primary influences towards @Star Wars include: Dungeon Crawl Stone Soup, due to the developers' ability to seemingly master mechanics; UnAngband, Andrew Doull's Ascii Dreams blog was primary influence for starting the 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 design sense. 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.

Revision as of 02:03, 8 January 2013

@Star Wars
Developer Andrew Wright (aka roocey)
Theme Star Wars
Influences Crawl and many others
Status Alpha
Released 0.1e - June 30th, 2012
Updated 0.6a - December 31st, 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 0.6 series of updates:

  • Mostly solidified combat mechanics
  • New item types
  • New skills
  • Rebuilt species
  • Balance work

Planned features:

  • More mini-bosses and a better mini-boss system
  • A complete dungeon with a definite end point
  • "Guaranteed appearance, random location" generation for certain things
  • 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, Andrew Doull's Ascii Dreams blog was primary influence for starting the 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 design sense. 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.