Difference between revisions of "Hyperbolic Rogue"

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{{game-7drl|name = Hyperbolic Rogue
{{game-7drl|name = HyperRogue II
|developer = [[Z]]
|developer = [[Z]]
|theme = Ice, [[Mathematics]], [[Minimalist]]
|theme = Ice, [[Mathematics]], a bit [[Minimalist]]
|released = 7 Nov 2011
|released = 7 Nov 2011
|relver = 1.0
|relver = 1.0
Line 11: Line 11:
|interface = [[ASCII]], [[Tiles]]
|interface = [[ASCII]], [[Tiles]]
|site = http://www.roguetemple.com/z/hyper.php
|site = http://www.roguetemple.com/z/hyper.php
|influences = ?
|influences = DROD, [[Frozen Depths]], Dune
|length = ~50 min (small), ~5 hr (big)
|length = ~15 min
}}
}}


Hyperbolic Rogue is an experimental mini-roguelike set on a hyperbolic plane, where the map is composed of hexagons and heptagons. You need to gather as many gold as possible before you are surrounded by yetis and ice wolves; the more gold you find, the more monsters come to hunt you. Another interesting feature of Hyperbolic Rogue is heat. Your body generates heat, which attracts wolves and melts down ice walls.
You are a lone adventurer trapped in a strange world. Collect as much treasure as possible before being caught by monsters. The more treasure you collect, the more monsters come to hunt you, as long as you are in the same land type. You can fight most monsters by moving into its location. The monster could also kill you by moving into your location, but the game automatically cancels all moves which result in that.


Hyperbolic Rogue features:
HyperRogue II features:
* a new structure of the map (most roguelikes allow 8-directional movement, like Rogue, recently there are many new roguelikes which explore changing this geometrical structure: some games use 4-directional movement, and there are also some based on a hex grid; Hyperbolic Rogue tries something different)
* a new structure of the map (most roguelikes allow 8-directional movement, like Rogue, recently there are many new roguelikes which explore changing this geometrical structure: some games use 4-directional movement, and there are also some based on a hex grid; Hyperbolic Rogue tries hyperbolic geometry, which is very different)
* a perspective with objects drawn smaller and smaller as the distance from the PC increases
* a perspective with objects drawn smaller and smaller as the distance from the PC increases
* when the PC moves, the perspective rotates to catch them
* when the PC moves, the perspective rotates to catch them


== Links ==
== Links ==
* [http://roguetemple.com/forums/index.php?topic=1930 Roguetemple thread]
* [http://roguetemple.com/forums/index.php?topic=2236 Roguetemple thread for the new version]
* [http://www.roguetemple.com/z/hyperrogue.png screenshot]
* [http://roguetemple.com/forums/index.php?topic=1930 Roguetemple thread for the old version]
* [http://www.roguetemple.com/z/hyperrogue.png screenshot from the old version]

Revision as of 01:08, 13 March 2012

HyperRogue II
7DRL
Developer Z
Theme Ice, Mathematics, a bit Minimalist
Influences DROD, Frozen Depths, Dune
Released 7 Nov 2011
Updated 8 Nov 2011
Licensing GNU GPL v2
P. Language C++
Platforms Linux, Windows
Interface ASCII, Tiles
Game Length ~15 min
Official site of HyperRogue II


You are a lone adventurer trapped in a strange world. Collect as much treasure as possible before being caught by monsters. The more treasure you collect, the more monsters come to hunt you, as long as you are in the same land type. You can fight most monsters by moving into its location. The monster could also kill you by moving into your location, but the game automatically cancels all moves which result in that.

HyperRogue II features:

  • a new structure of the map (most roguelikes allow 8-directional movement, like Rogue, recently there are many new roguelikes which explore changing this geometrical structure: some games use 4-directional movement, and there are also some based on a hex grid; Hyperbolic Rogue tries hyperbolic geometry, which is very different)
  • a perspective with objects drawn smaller and smaller as the distance from the PC increases
  • when the PC moves, the perspective rotates to catch them

Links