Difference between revisions of "Tetraworld"

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* Gravity. One of the axes of space is considered up/down; you will fall down unless a floor is blocking you, or if you are swimming, or if you're suspended by something. As a result, rooms have floors that span a 3D hyper-area. You can be attacked from 6 perpendicular horizontal directions at once, plus the vertical direction if there are flying enemies.
* Gravity. One of the axes of space is considered up/down; you will fall down unless a floor is blocking you, or if you are swimming, or if you're suspended by something. As a result, rooms have floors that span a 3D hyper-area. You can be attacked from 6 perpendicular horizontal directions at once, plus the vertical direction if there are flying enemies.
* Water: when swimming in water, gravity is not active, and "true" 4D movement in all 8 directions is available. You can be surrounded by 8 enemies at a time.
* Water: when swimming in water, gravity is not active, and "true" 4D movement in all 8 directions is available. You can be surrounded by 8 enemies at a time.
* Map topology: map is guaranteed to be fully connected, meaning you can always get to anywhere in the map from anywhere else, even if you fell down through a pit or hole. So you'll never get stuck with no way out. (But no guarantee you won't get completely lost in 4D space, though!)
* Climb-ledge combo move: a 1-tile high ledge can be climbed on in a combo move that costs 1.5 turns.
* Climb-ledge combo move: a 1-tile high ledge can be climbed on in a combo move that costs 1.5 turns.


===General===
===Common===
* Map topology: map is guaranteed to be fully connected, meaning you can always get to anywhere in the map from anywhere else, even if you fell down through a pit or hole. So you'll never get stuck with no way out. (But no guarantee you won't get completely lost in 4D space, though!)
* Pit traps, falling rock traps.
* Pit traps, falling rock traps.
* Not combat centric. In fact you don't even start with any weapons or armor; you have to find makeshift objects for it. Combat is deadly, and it's generally wiser to avoid than to engage.
* Not combat centric. In fact you don't even start with any weapons or armor; you have to find makeshift objects for it. Combat is deadly, and it's generally wiser to avoid than to engage.

Revision as of 21:42, 6 November 2020

Tetraworld
Developer User:blargdag
Theme Other
Influences
Status pre-alpha
Released no releases yet
Updated 2020-10-24
Licensing Freeware
P. Language D
Platforms Linux, Windows
Interface ASCII, Keyboard
Game Length
Official site of Tetraworld


Tetraworld is a Roguelike game set in a world where space has 4 dimensions instead of the usual 3 (or 2 of the classical roguelikes). It is currently still in early development; however, playable pre-alpha builds are available.

Description

In Tetraworld, you start off as a new recruit hired by the Tetraworld Corp. to be a 4D treasure hunter. They provide your initial training in moving around in 4D space, and then send you off on missions to retrieve "gold ore". Not all is as it seems, however, and pretty soon, you will find yourself in a bind and will have to survive in a hostile land in the exotic geometry of 4D space.

Features

Special

  • Full freedom of movement in 4D (8 perpendicular cardinal directions). All 4 dimensions are treated equivalently as far as movement and adjacency are concerned. This applies both to map connectivity and enemy movement/attack directions.
  • Gravity. One of the axes of space is considered up/down; you will fall down unless a floor is blocking you, or if you are swimming, or if you're suspended by something. As a result, rooms have floors that span a 3D hyper-area. You can be attacked from 6 perpendicular horizontal directions at once, plus the vertical direction if there are flying enemies.
  • Water: when swimming in water, gravity is not active, and "true" 4D movement in all 8 directions is available. You can be surrounded by 8 enemies at a time.
  • Map topology: map is guaranteed to be fully connected, meaning you can always get to anywhere in the map from anywhere else, even if you fell down through a pit or hole. So you'll never get stuck with no way out. (But no guarantee you won't get completely lost in 4D space, though!)
  • Climb-ledge combo move: a 1-tile high ledge can be climbed on in a combo move that costs 1.5 turns.

Common

  • Pit traps, falling rock traps.
  • Not combat centric. In fact you don't even start with any weapons or armor; you have to find makeshift objects for it. Combat is deadly, and it's generally wiser to avoid than to engage.
  • Turn-based.
  • Perma-death.

Current status

Pre-alpha. Only a small subset of planned mechanics are available. However, the game is already winnable (albeit with difficulty, due to the 4D geometry and the unbalanced difficulty and size of the current last level).

Versions and platforms

No official release yet. Pre-alpha builds are available. Supported platforms are Linux and Windows (64-bit).