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  • |status = In early development '''Development'''
    3 KB (494 words) - 09:13, 9 May 2013
  • ...and lore. The end goal for the roguelike is a fully-functioning combat and character system derived from the Elder Scrolls games, and eventually an overworld wi == Development ==
    1 KB (147 words) - 03:43, 31 May 2017
  • ...A race and background are chosen which shape the general direction of the character, but with each level gained the player chooses which statistics and skills * Over 50 distinct skills (with many more still in development)
    2 KB (208 words) - 02:39, 19 May 2017
  • ...ion the game is not suffering from architecture astronaut problems and its development progresses very well. Most time spent programming is devoted to improving t Development started in 2006 during vacation. It reached 0.0.5 but my experience in prog
    2 KB (265 words) - 05:43, 24 October 2015
  • |updated = In active development Classic Roguelike (turn based, tile based) RPG with a rich character building system.
    1,006 bytes (125 words) - 09:39, 12 January 2023
  • === In Development === * Character creation
    3 KB (410 words) - 02:33, 30 May 2017
  • ...n planets, that are filled with various monsters, secrets and hazards. The development started in October 2014 and it continues. ...oured with perks and items that the player can choose during the run. Each character also has their own set of skills and perks. Activatable secrets around the
    2 KB (308 words) - 02:20, 26 September 2016
  • == Development == ...me system, more complicated dungeon layouts, and individual boss enemies. Development so far has been entirely original, even down to uniquely developed line-dra
    3 KB (407 words) - 00:14, 17 March 2014
  • ...t and weaponry provided by 7Soul1 at Deviantart. oCult offers a system of character progression that is predicated upon '''use/reward'''. ...o accomplish top level skill achievements or weapon prerequisites for your character class.
    1 KB (177 words) - 09:01, 4 December 2018
  • ...n C++ using Win32 to draw ASCII tiles. The game is pre-alpha but in active development as of July, 2010, with an alpha release hopefully coming soon. It has not b ...Exalt as an engine that accepts as input the definition of a game. As your character moves around their world, the content is generated randomly based on rules
    3 KB (454 words) - 12:23, 28 April 2017
  • ...n. To unequip an item just right click on it. On both inventory screen and character screen, you can identify the items by moving the mouse cursor over them. Ev == Development ==
    3 KB (465 words) - 14:20, 18 May 2012
  • Visually, in its current development stage, it is quite attractive. It uses simulated [[ASCII]] graphics, drawn The game begins with the main character returning to his hometown after a service in the royal army. He finds his
    3 KB (508 words) - 18:34, 16 May 2017
  • ...n stupid, hard to control, and lacking in abilities compared to the player character. SummonerRL aims to redeem these allied NPC and allow them to become respec Character progression mostly takes place around the campfire which can be started aft
    3 KB (426 words) - 20:33, 27 May 2021
  • ...vialize religions and other beliefs. Unfortunately, the projected 15-year development cycle for the tech demo suggests that The Ugarit Heresy will never be compl * Unique 3-option character development system inspired by Breath of Death VII
    3 KB (469 words) - 05:28, 15 November 2012
  • ...ferent, there are likely to be important things I don't know about getting development with this library working. Try typing a non-ASCII character at the console prompt just to make sure you see it. If you don't know how t
    6 KB (979 words) - 23:12, 31 May 2013
  • ...sters, about 3000 maps to explore, an elaborate magic system, 13 races, 15 character classes, a system of skills, and many artifacts and treasures. Crossfire's development history started in mid-1992. It originally started as a Gauntlet clone deve
    5 KB (750 words) - 17:10, 21 October 2020
  • ...ay, simply ignored, and possibly subtracted from in order to allocate more development points to other stats. An example of the former may be [[Dungeons & Dragons
    884 bytes (153 words) - 01:26, 3 July 2016
  • ...o Write a Roguelike in 15 Steps|HWR15]] Part 3. In a traditional waterfall development pattern this is the easiest part to implement because it's the most basic. ## Test Character Display
    7 KB (799 words) - 00:45, 13 October 2012
  • ...uelike in active development, with an emphasis on long gameplay per single character.
    818 bytes (91 words) - 15:52, 23 November 2016
  • ...e mechanics and setting of the Fallout series of games, currently in early development. ...d on Fallout 1/2, planned features include a randomly generated wasteland, character creation using SPECIAL and turn-based combat based on action points.
    765 bytes (96 words) - 04:31, 30 December 2013
  • ...continual development, but since the client acts only as a dumb terminal, development changes appear in-game with no user interaction required. ...rovided at [http://twilightmmorl.wordpress.com/a-twilight-walkthrough/ the development blog].
    2 KB (297 words) - 03:41, 31 May 2017
  • ...ease leave any feedback you have on my [http://blogs.moddz.com/outofrange/ development blog]. Development of the game started on 20th September 2007. The game is currently a work in
    2 KB (274 words) - 14:28, 18 May 2017
  • The character will automatically equip the best equipment he has. == Development ==
    2 KB (353 words) - 02:20, 19 May 2017
  • |developer = The Deliantra Development Team, Marc Lehmann, Robin Redeker ...p however you want, and roam wherever you want. You still only control one character, but are allowed to create and play as many characters as you wish.
    2 KB (285 words) - 04:12, 8 April 2018
  • ...will be a cyberpunk themed tactical/world exploration roguelike. The main character is running for his/her freedom and survival in a world of crime and violenc The main focus of the development is:
    672 bytes (87 words) - 12:14, 13 June 2010
  • ...ain''''' takes place "within the hallucinogenic realm of Phenomedom". Your character must escape from prison, relearn its past, and decide what to do next. The ...ter, after you answer some questions about yourself, the game selects your character class.
    3 KB (467 words) - 11:44, 8 January 2020
  • |theme = Exploration and character history == Development updates ==
    2 KB (287 words) - 20:01, 9 June 2012
  • * Great freedom in character development: Decide what skills to learn and upgrade. Adjust your stats to match your f * Six character classes to choose from.
    2 KB (241 words) - 22:35, 9 November 2017
  • Presently, the project is in a very early stage of development. Only basic functionality is implemented for a few features. Executables ar * World generation <--- current development
    6 KB (879 words) - 22:23, 18 April 2017
  • ...as a "broken build sandbox," a term that highlights its deep and flexible character customization system. Released on Steam in early access in May 2023, the ga ...mechanics in "Path of Achra" are built around triggering massive chains of character abilities under specific conditions, automating complex sequences that play
    4 KB (580 words) - 08:42, 8 May 2024
  • ...influences include [[Diablo]] (inventory system), [[Castle of the Winds]] (character tiles), Heroes of Might & Magic (user interface) * No character classes or professions - you can create your hero from scratch and only you
    3 KB (485 words) - 19:47, 12 February 2019
  • Development started with the isometric view displayed in a separate window, in addition The first development line ended 2003 with Iso-Angband 0.2.4
    3 KB (428 words) - 11:59, 15 September 2010
  • Elona is a Japanese graphical roguelike (no longer under active development). It has a main storyline and randomly generated side-quests. The developer The gameplay is more forgiving than in traditional roguelikes. The main character never completely dies, death only reduces your abilities and resources. Mos
    2 KB (347 words) - 14:44, 10 July 2017
  • |status = In Active Development ...cken 1.1, the next major revision of Blacken, a Java library for Roguelike development.
    4 KB (579 words) - 00:05, 27 September 2012
  • The game has an overworld map, four-shades-of-gray character-cell graphics, and unlike most roguelikes, a built-in tutorial. It is possi ...the website, should be stable on PalmOS. It appears from the website that development has stopped.
    1 KB (149 words) - 02:37, 3 March 2014
  • ...2007, developed by Freehold Games LLC. It focuses on exploration, in-depth character building, and the discovery of a dense history that is parts static, parts ===Character Creation===
    3 KB (470 words) - 04:26, 12 February 2023
  • It is under development by [[Tahuti Labs]] and will be available for Windows and Linux (64-bit). * Complex character sheet with 9 stats
    2 KB (250 words) - 11:53, 11 September 2019
  • ...[Rogue]], after [[Moria]]. Its descendant, [[NetHack]], which is still in development, spawned a subgenre of roguelike games known as [[hacklike]]s. ...Rogue and introduced several new features, such as a pet dog following the character, several new classes, shops...
    2 KB (293 words) - 13:08, 8 January 2020
  • == Development Status == The development started in late 2013, and the game is currently in latest alpha state. Alth
    3 KB (482 words) - 07:16, 22 August 2019
  • == Character Classes == == Development ==
    8 KB (1,261 words) - 16:42, 29 November 2016
  • ...ng the game replayable with lots of interesting locations to discover, and character builds to try. * '''Interesting story''' told through character monologues, dialogues, and location descriptions during encounters.
    3 KB (470 words) - 16:50, 17 April 2022
  • ''Dungeons of Zennom'' is a new roguelike in development by [[User:Ekolis|Ed Kolis]] using the [[libtcod-net]] library and all sorts ...n so far and no way to equip or unequip items), what is intended is that a character can have multiple "roles" (classes/jobs/whatever), but only two of those ca
    3 KB (518 words) - 09:02, 31 August 2008
  • ...is no win condition, or no monsters, or things generally go bad after the character creation screen. ...l of maturity that allows them to be judged as games in themselves. Often, development is still ongoing, as roguelikes are hardly ever finished. (Except for those
    2 KB (248 words) - 05:20, 4 October 2015
  • A fantasy themed turn-based roguelike with skillful demon warlord as playable character. == History of development ==
    4 KB (496 words) - 15:19, 8 April 2016
  • "Caves Of" is a coffee break roguelike currently in development for the Commodore 64. == Character System ==
    2 KB (263 words) - 21:53, 24 January 2024
  • '''Trap Quest''' is an in-development erotic turn-based clickable-text-input roguelike game built on the [[wikipe ...ject is to, through its mechanics, immerse you in the mental state of your character. This is not a game that you’re supposed to win; it’s a game that’s s
    4 KB (649 words) - 17:53, 1 April 2018
  • Each game has an overall plot, in which the world is doomed, and the player character must undertake a series of missions to save it. Alternatively, the player == Player Development ==
    4 KB (684 words) - 05:38, 5 January 2010
  • ...of developers officially maintained the game, though (as of 2005) visible development has stalled at version 4.0.0. The development slowdown relates in part to legacy coding practices, as Henzell himself sug
    6 KB (845 words) - 12:42, 14 October 2015
  • ...discovery. There are no classes; there are no levels. Progression of your character depends on individual skill and stat gains by your interactions with items * Iterative game design and community feedback driven with transparent development.
    4 KB (557 words) - 05:19, 18 May 2023
  • ...es when starting a game you gain new abilities and equipment befitting the character in question! Worldwide leaderboards rounded out the package and created som
    1 KB (187 words) - 17:41, 29 April 2017
  • ...h a simulated history. Generate unique settlements shaped by trade routes, character lifecycles, resource extraction, and the triumphs and tragedies of war - al ...cal ingredients, bestowing items with unparalleled properties that amplify character customization.
    4 KB (583 words) - 17:40, 2 May 2024
  • |platforms = Binaries available for [[Linux]] and [[Mac OS]], [[Windows]] In Development ...it the game world. Thus is the driving philosophical motivation behind the development of The ASCII Project, that players should not "own" the game world, but sho
    6 KB (973 words) - 00:59, 21 January 2017
  • |updated = In active development Each character has his own abilities and skill set:
    3 KB (461 words) - 05:16, 16 September 2021
  • ...d developed world, dialogs with NPCs, very rich and customizable character development, and various elaborated quests. However, the dungeons are still true to the Portralis features a unique character development system. The player-character's attributes are customizable upon level up through the use of skill points
    4 KB (565 words) - 13:44, 1 August 2023
  • ...ter design, the diversity of choices your character can make in regards to development, anti-grinding philosophy not very different from Dungeon Crawl Stone Soup, ...is more a matter of consciously and strategically planning the route your character takes.
    6 KB (879 words) - 15:34, 24 November 2022
  • ...''' Select the survivor of the space expedition among 4 randomly-generated character. Random class, random items and random race between human and robot (rare!) == State of development ==
    3 KB (493 words) - 14:12, 5 August 2023
  • ...ent, item identification puzzles, complex item interactions, and permanent character death. ...of [[IfRL]], an out of challenge [[7DRL|7-day roguelike]] from 2010. Total development time is about evenly split between the original 7-day window and subsequent
    1 KB (214 words) - 03:18, 1 June 2012
  • == Original VMS Moria development == == C language development ==
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  • The player character is born with a fully human appearance, unlike the other denizens of the und == History and Development ==
    4 KB (568 words) - 19:30, 4 February 2018
  • ...of Guardian Angel is to create a world in which the player may incarnate a character able to make a living the way he wants it and achieve the game goal in many ...y that time. I got a lot of possitive comments that helped to continue the development.
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  • ...liminating an alien infestation in a military research station) the player character explores a space station divided into multiple levels. Each level, includin ...age or to hit bonuses) can be found while exploring each level. The player character's icon is updated to reflect the weapons and armor equipped.
    6 KB (842 words) - 22:16, 23 April 2019
  • ...ely web-based, everything is controlled via the mouse. You login, create a character and are immediately dropped in a dungeon, ready to face the danger within. == Development ==
    7 KB (1,218 words) - 04:37, 17 September 2010
  • ...roups.google.com/group/rec.games.roguelike.development rec.games.roguelike.development]'' The International Roguelike Development Conference IRDC 2008 was the first [[IRDC]].
    3 KB (401 words) - 17:27, 1 February 2022
  • * v0.2.23 - Character creation added. ...ild can be found on its development blog at: http://www.nolithius.com/game-development/dance-of-death-v0-6-136-released
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  • Based on and developed alongside [[Caverns of Xaskazien]]. Under development since 2009. In conjunction with its predecessor, Caverns of Xaskazien II has been in development since 1995. It is a completely playable game but will continue to receive
    3 KB (409 words) - 14:32, 3 May 2023
  • ...by [[Joseph Hewitt]]. Like the original it is an experiment in rapid game development. .... The interface and combat system were taken from [[Nova City]], while the character creation and game rules came from [[Combat Quest]]. The random world genera
    1 KB (195 words) - 07:39, 16 September 2010
  • ...e'll have to fight for his life. Exploring stages will succeed to battles, character advancement, and various quests achievement. == Development ==
    5 KB (757 words) - 16:07, 14 April 2009
  • <th style="background:#C2D8EF; padding:.2em; margin:1em;">[[Development status|Status]] # Your character keeps an in-game journal which is updated regarding game events and various
    7 KB (1,129 words) - 23:38, 1 September 2020
  • *Flexible character development. ...a summer of development, plus some smaller programming from last year. The development of version 1.05 began in 2013, though most of the work was done during the
    4 KB (657 words) - 08:44, 29 September 2021
  • ...elike]] is" that was created at the [[Rgrd_meeting|International Roguelike Development Conference 2008]]. The interpretation is the product of a discussion betwee ...t]] on September 16, 2008 (https://groups.google.com/g/rec.games.roguelike.development/c/Orq2_7HhMjI).
    7 KB (969 words) - 02:24, 8 October 2022
  • ...ents while you travel. There is no class restriction, you can develop your character however you want with skills, talent stones and randomized items while you * Full freedom in character development with attributes, skills and 50 Talent Stones including Fire Ball, Whirlwind
    2 KB (292 words) - 14:15, 15 October 2023
  • (As a potential developer I'm asking this on the development group) * Every winning character has both a fairly interesting unique story and a fair amount of blind luck
    7 KB (1,149 words) - 13:10, 18 May 2009
  • Interaction ? Growing up a character ? Exploration ? Quests ? Huge world ?, * character advancement can be minimal. I rarely pursue collecting experience to level
    8 KB (1,472 words) - 16:40, 18 May 2018
  • ...and you can play as long as your character does not die. The game is under development, but is generally playable. Your crew and your character must eat and drink. Wounded, hungry or tired crew members works slower. As
    3 KB (512 words) - 04:15, 31 March 2024
  • === Character Development === ...layer will have a set of attributes that determine NPC interaction. Every character will start out as a sort of template; there will be no starting equipment,
    6 KB (1,023 words) - 08:25, 29 July 2009
  • Neohack is implemented in C using a Linux development platform, keystroke commands that allow your character to use things in
    7 KB (1,110 words) - 16:43, 23 September 2018
  • * Dynamic character development without XP/grinding * No grinding/XP (character development is automatic through exploration)
    4 KB (602 words) - 00:41, 27 February 2024
  • ...LÖVE2D] game making framework for it's engine. The game is still in early development but plans to feature many locations, NPCs, and a randomly generated world h ...rs, Lamias, Valkyies, Mermaids, and well... you get the idea. If the main character is female, then reverse the genders of the monsters. (or not) Every NPC in
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  • ...s include mutated ratmen and grenade-throwing chainsaw ogres. Improve your character by replacing body parts with machinery on your way to ascension. Developed since 2006 and fairly complete and stable. Development usually happens in bursts of a couple creative months followed by long span
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  • * Play as a party not a single character. * The character actually moves when the turn is executed.
    4 KB (602 words) - 21:29, 31 December 2010
  • Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joy ...font, so that we can see our precious "@"); improve that scene so that the character can be moved around with the arrow keys.
    6 KB (955 words) - 07:59, 4 December 2018
  • ...e event systems are about representing virtual in-game events, like a game character firing an arrow, as objects, instead of hardcoding them in the engine code. ...on).htm Incursion: Return of the Forsaken – A Case Study in Roguelike Game Development] ([https://web.archive.org/web/20150214122242/http://www.incursion-roguelik
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  • This game is still in early development. Yet version 0.1 is fully playable. ...d two bosses. Collect your equipment, use dozens of items and develop your character to face growing challenges.
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  • ...rvivor's single phase of turn based combat and movement. It is still under development and has the basic chassis of how the game will work combat and movement wis * Injury system that means your character may survive an attack that drops them below 1 health but may carry penaltie
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  • This game is in active development. You can follow along [https://michaelmakes.game on my blog], [https://msc * '''Traditional Roguelike Mechanics''': play as a individual character in a randomly generated turned-based grid-based world
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  • * c - Character Stats * (Remember That Game Is In Really Early Development Version)
    3 KB (415 words) - 15:22, 23 November 2016
  • * Move your character using mouse More features are planned for the future versions. NotEye is constantly in development.
    3 KB (443 words) - 07:16, 26 October 2016
  • * No character classes or professions [http://asciirealm.blogspot.com.es Official Development Blog]
    3 KB (381 words) - 08:57, 2 August 2013
  • * More realistic character development: You don't gain experience levels or develop in an exponential sense. You c
    2 KB (307 words) - 04:14, 12 December 2023
  • === # Is development for Over still active? === Lots of items never hurts. Also, the different character classes have
    15 KB (2,532 words) - 01:42, 30 December 2012
  • *No XP (character development is automatic)
    3 KB (438 words) - 08:53, 19 May 2015
  • ...more commonly known as ToME or ToME4, is an open-source fantasy roguelike. Development first began in 1998 as ''[[PernAngband]]'', a Pern-inspired [[Angband]] var * [[Skill]] point based character progression organised into talent trees
    2 KB (330 words) - 06:16, 25 June 2023
  • The current in-dev version, described as being on "Engine Development Status", has no story nor quests yet, and the UI is not definitive. All thi Development started in November 2005, it is currently a playable [[Alpha]].
    7 KB (972 words) - 04:18, 31 May 2017
  • == In development == * character creation
    5 KB (676 words) - 22:05, 20 December 2019
  • Since [[Incursion]] went open-source, the focus of the development will be on delivering a different experience to Julian's game, mostly focus * death not being an end to your game even though the character may be dead
    7 KB (1,091 words) - 15:12, 24 May 2018
  • * Few character traits -- all attributes depend on selection of special traits from a limit ...es to the game. Most notably, players are now able to choose between three character classes described as the hardy Marine, the nimble Scout, and the smart Tech
    4 KB (521 words) - 04:58, 25 June 2022
  • == Setting up the development environment == We still cannot see anything, because we have not written a single character to the display yet. Time to fix this: iterate through all the floor tiles a
    6 KB (868 words) - 02:33, 23 January 2024
  • * No preset classes or skill systems. Development of @'s class is up to the player. * Character dumps
    3 KB (512 words) - 03:16, 19 September 2010
  • * 5 playable races for character customization. * Iterative game design and development driven by community feedback.
    2 KB (301 words) - 08:23, 1 April 2024
  • ...enting features. Headings are arranged in a general chronological order of development. Large lists of ideas (items, spells, themes, etc.) are in bold. ==Development==
    11 KB (1,378 words) - 14:20, 25 November 2023

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