Difference between revisions of "Interhack"

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|influences = [[Nethack]]
|influences = [[Nethack]]
|released = Sep 03, 2000 (1.0.1)
|released = Sep 03, 2000 (1.0.1)
|updated = Sep 01, 2009 (2.1.8)
|updated = Oct 25, 2009 (2.1.22)
|licensing = [[GPL]]
|licensing = [[GPL]]
|language = [[Cpp|C++]]
|language = [[Cpp|C++]]
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* Mac OSX: not yet (in time)
* Mac OSX: not yet (in time)


17,082 lines of C++ and growing...
17,653 lines of C++ and growing...


Interhack is a fully turn based, multiplayer roguelike game. There is no real time movement. There is no Sureal Time. Based on Nethack, it uses a core game engine with plugins, allowing others to develop custom plugins. This also allows each server running Interhack to have custom plugins the player does not know about.
Interhack is a fully turn based, multiplayer roguelike game. There is no real time movement. There is no Sureal Time. Based on Nethack, it uses a core game engine with plugins, allowing others to develop custom plugins. This also allows each server running Interhack to have custom plugins the player does not know about.
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Current Games State: Alpha, but source code is available on Sourceforge
Current Games State: Alpha, but source code is available on Sourceforge
The next release will be in late October 2009. It includes a large number of bugfixes, new code, more objects and magic

Revision as of 12:13, 25 October 2009

Interhack
Alpha Project
Developer Nathan Daniels
Theme
Influences Nethack
Released Sep 03, 2000 (1.0.1)
Updated Oct 25, 2009 (2.1.22)
Licensing GPL
P. Language C++
Platforms Linux Windows
Interface ANSI GTKmm
Game Length
Official site of Interhack


What are you looking for? Rabbits? Or something Bigger?

Requirements: glibmm

Operating System Support:

  • Linux: fully supported
  • Windows: compiles and almost fully running (mingw) - client works
  • Mac OSX: not yet (in time)

17,653 lines of C++ and growing...

Interhack is a fully turn based, multiplayer roguelike game. There is no real time movement. There is no Sureal Time. Based on Nethack, it uses a core game engine with plugins, allowing others to develop custom plugins. This also allows each server running Interhack to have custom plugins the player does not know about.

Interhack currently supports the following plugins:

  • Interfaces: ansi (working), gtkmm (partial), curses (basic)
  • Interfaces: ansi supports ascii, IBMGraphics and utf-8, keypad input
  • Magic: magic missile, force bolt, death, healing, digging, identify, magic mapping, teleport, speed, confusion, wishing, blindness, gain experience, amnesia, other sight, turn undead, lock/unlock, hunger, slow digestion
  • Objects: gold, potions, scrolls, spellbooks, wands, rings, armor, weapons, amulets, boots, gloves, shirts, shields, cloaks, food, corpses, doors
  • Monsters: gridbugs, rodents, chameleons (that actually blend in)
  • MonsterAI: bot, gridbug
  • Players: wizard, bot
  • Levels: normal, cavern, maze, template loader
  • Rooms: simple

Current Games State: Alpha, but source code is available on Sourceforge