Difference between revisions of "Cracks and Crevices"

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|theme = Fantasy
|theme = Fantasy
|influences = Underdark
|influences = Underdark
|released = 24.02.07
|released = 2007 Feb 24
|updated = 18.02.08
|updated = 2010 Sep 18
|licensing = GPL
|licensing = GPL
|language = C
|language = [[C]]
|platforms = Windows, Linux
|platforms = Windows, Linux
|interface = [[Graphical ascii tiles]], [[Keyboard]]
|interface = [[Graphical ascii tiles]], [[Keyboard]]
|length = short
|length = short
|site = http://bloodycactus.com:3085/projects/show/sdlrl
|site = https://redmine.bloodycactus.com/projects/show/sdlrl
}}
}}


''Cracks and Crevices'' is a graphical ascii roguelike game written by Stu, using [[SDL]]. It takes ideas from my other roguelikes like [[UnderDark]] and [[SRL]].
''Cracks and Crevices'' is a graphical ascii roguelike game written by Stu, using [[SDL]]. It takes ideas from my other roguelikes like [[UnderDark]] and [[SRL]].


The originaly idea was to keep things simple in order to create an actual working game instead of a huge mountain of ideas that never get implemented or see the light of day.
The originally idea was to keep things simple in order to create an actual working game instead of a huge mountain of ideas that never get implemented or see the light of day.


Its designed to not be so hardcore as [[NetHack]] and [[Crawl]] but not be as easy as [[Larn]]. It does provide help for the beginner and cue's when the game starts.
Its designed to not be so hardcore as [[NetHack]] and [[Crawl]] but not be as easy as [[Larn]]. It does provide help for the beginner and cue's when the game starts.
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== Features ==
== Features ==
* Semi realtime gameplay
* Semi real-time gameplay
* Facing FOV
* Facing FOV
* Stackable spell / weapon system
* Stackable spell / weapon system
* Magic System based on MP that regerates over time or by wielding/wearing mage type items
* Magic System based on MP that regenerates over time or by wielding/wearing mage type items
* Weapons, Potions, Spell books, mushrooms, rings, armor, shields, etc
* Weapons, Potions, Spell books, mushrooms, rings, armor, shields, etc
* No preset classes or skill systems. Development of @'s class is up to the player.
* No preset classes or skill systems. Development of @'s class is up to the player.
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=== Hard ===
=== Hard ===
* 1 second per move
* 1/2 second per move
* Facing directional cone FOV
* Facing directional cone FOV


== Class System ==
== Class System ==
There is no preset class system or skill system in the game. It is left up to the player to choose the direction of development, if they want to focus on pure melee fighter type or mage type or something in between. There is no restriction on wielding swords and casting spells at the same time. There are pros and cons to each and heavy armor may not be the best choice for a spellcaster...
There is no preset class system or skill system in the game, but it does implement 'Instant Fuzion' game system underneath, there are stats and skills. It is left up to the player to choose the direction of development, if they want to focus on pure melee fighter type or mage type or something in between. There is no restriction on wielding swords and casting spells at the same time. There are pros and cons to each and heavy armor may not be the best choice for a spellcaster...




== Current Status ==
== Current Status ==
0.4 has many changes
0.5 has many changes over 0.4 (not the least is the implementation of Instant Fuzion), for a more complete changelog see the [https://redmine.bloodycactus.com/projects/sdlrl/repository/revisions/v0.5/entry/docs/Changelog Changelog].
* BIG Rewrote mainloop code (fixed some subtle round bugs).
 
* Rounds now work properly for all NPC's and the PC
==External Links==
* Timers work correctly
* [https://redmine.bloodycactus.com/projects/sdlrl/files Downloads]
* Rewrote attribute code
* [https://redmine.bloodycactus.com/projects/sdlrl/issues Buglist]
* Gold drops on floor now
* Monsters die correctly!
* Initial quest time shortened to make it more attainable.
* Messages are now counted and displayed as  Msg (x) if repeated to stop cluttering the display.
* Remove character dump when starting a new game
* Dont save character dump when saving game
* Stopped monsters and drops from appearing in the message window (doh!)
* Stopped saving from doing an explicit call to exit instead of falling through the game loop like quit does, which revealed some mem leaks that were plugged.
* Gold drops were dropping underneath the player not monster!
* Spells in spellbooks
* Start spell when buying first spellbook
* Attack/Target Cycling/Cast Spell commands
* Implemented 99% of the spell attributes
* Casting spells now works! (no whizzbang animation. it just works)
* auto pickup working
* Pickup key words
* Fixed : When selling item, unequip it automatically
* Added circular fov for easy games
* Bumpbed facing fov for medium + hard games
* Added leveling up
* Added ctrl-c as break all from program
* Added ESC as means to close out most all dialogues
* Made some defaults sane (no mixing cursor + keypad)

Latest revision as of 03:16, 19 September 2010

Cracks and Crevices
Alpha Project
Developer Stu George
Theme Fantasy
Influences Underdark
Released 2007 Feb 24
Updated 2010 Sep 18
Licensing GPL
P. Language C
Platforms Windows, Linux
Interface Graphical ascii tiles, Keyboard
Game Length short
Official site of Cracks and Crevices


Cracks and Crevices is a graphical ascii roguelike game written by Stu, using SDL. It takes ideas from my other roguelikes like UnderDark and SRL.

The originally idea was to keep things simple in order to create an actual working game instead of a huge mountain of ideas that never get implemented or see the light of day.

Its designed to not be so hardcore as NetHack and Crawl but not be as easy as Larn. It does provide help for the beginner and cue's when the game starts.

Story

Cracks and Crevices is about life in the small village of Danforths Outcrop, hewn into the rock at an opening to a large crevice. The game starts with you, a young person of the village on the verge of your adulthood test, which is to survive two days in the labyrinth of the crevice before you will be allowed back into town. Only the strong survive to increase the strength of the village, and if you survive you will be allowed back into town, there you can explore or re-enter the labyrinth or take up some quests offered by the town clerk.


Features

  • Semi real-time gameplay
  • Facing FOV
  • Stackable spell / weapon system
  • Magic System based on MP that regenerates over time or by wielding/wearing mage type items
  • Weapons, Potions, Spell books, mushrooms, rings, armor, shields, etc
  • No preset classes or skill systems. Development of @'s class is up to the player.
  • Customer key configuration
  • Message Logs
  • Character dumps
  • Save / Load
  • Permadeath
  • Working towns (shops, inns, banks, etc)
  • Special NPC's


Time and Modes

Cracks and Crevices uses semi-realtime to set the game play. There is an Easy / Medium / Hard mode of play.

Easy

  • Easy mode gives you 3 seconds to make a move before you loose your current turn and all the monsters get to move.
  • More Money to start the game with
  • Circular FOV

Medium

  • 1.5 seconds per move
  • Facing directional cone FOV

Hard

  • 1/2 second per move
  • Facing directional cone FOV

Class System

There is no preset class system or skill system in the game, but it does implement 'Instant Fuzion' game system underneath, there are stats and skills. It is left up to the player to choose the direction of development, if they want to focus on pure melee fighter type or mage type or something in between. There is no restriction on wielding swords and casting spells at the same time. There are pros and cons to each and heavy armor may not be the best choice for a spellcaster...


Current Status

0.5 has many changes over 0.4 (not the least is the implementation of Instant Fuzion), for a more complete changelog see the Changelog.

External Links