Difference between revisions of "Featured roguelike"

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(ChessRogue)
(new featured roguelike)
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= Featured Roguelike: [http://chessrogue.sourceforge.net/ ChessRogue]=
= Featured Roguelike: [http://www.thetempleoftorment.net/ The Temple of Torment]=
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[[ChessRogue]] is what it says on the tin - a roguelike game modeled on chess. As white king you need to capture enemy pieces to gain their abilities. It is quite unforgiving, because a single misstep means game over. Your character is limited at first but becomes progressively able to execute more strategies. Early on it is good to wait for enemy pieces to come to you so that most of them will have restricted movement in tight spaces but later ChessRogue is better played very aggressively. Against pieces of many movement patterns meeting the fastest of them and capturing most before others arrive will let you avoid being cornered.
[[The Temple of Torment]] is great example that game which starts based on jice's [[Complete Roguelike Tutorial, using python+libtcod]] can evolve into very advanced form. TToT is rather new roguelike which is hghly inspired by classics. It's nice compromise between band- and hacklike. Levels are not big, single level takes single screen, but main dungeon is not persistant. Collateral dungeons are based on hardcoded levels, like in Larn. [[Aukustus]] designed pretty big wilderness with cities, villages, ruined hamlets, rivers, etc. and lots of quests which play an important role in TToT's gameplay.  
 
Extended mode features additional types of pieces to capture and some preset levels.
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http://www.roguetemple.com/wp-content/uploads/2011/11/chessrogue-sdl_thumb.png
http://www.thetempleoftorment.net/wp-content/uploads/2014/09/World-1-300x182.png
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Revision as of 09:34, 7 June 2016

Featured Roguelike: The Temple of Torment

The Temple of Torment is great example that game which starts based on jice's Complete Roguelike Tutorial, using python+libtcod can evolve into very advanced form. TToT is rather new roguelike which is hghly inspired by classics. It's nice compromise between band- and hacklike. Levels are not big, single level takes single screen, but main dungeon is not persistant. Collateral dungeons are based on hardcoded levels, like in Larn. Aukustus designed pretty big wilderness with cities, villages, ruined hamlets, rivers, etc. and lots of quests which play an important role in TToT's gameplay.

World-1-300x182.png