Difference between revisions of "Vogroth Dawn"

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[[Category:Coffeebreak roguelikes]]
[[Category:Horror roguelikes]]
[[Category:Roguelike games]]
[[Category:Roguelike games]]


{{game-alpha
{{game-alpha
|name = Tale of Arcana
|name = Vogroth Dawn
|developer = [[User:Daggerbot|Daggerbot]], Joe Enzi
|developer = [[User:Daggerbot]]
|theme = Fantasy, Horror
|theme = Fantasy
|influences = [[Diablo]], Fallout
|influences = Dark Souls, [[Diablo]], [[Dungeons and Dragons]]
|released =
|released =
|updated =
|updated =
|licensing = [[GPL]] (subject to change)
|licensing = BSD
|language = [[Cpp|C++]]
|language = [[Rust]]
|platforms = [[Unix|Unix-like]], [[Windows]], [[Mac OS X]]
|platforms = [[Unix]], [[Windows]], ([[Mac OS X]] planned)
|interface = Graphical
|interface = [[ASCII]] (using [[SDL]]2 or [[Termbox]] backend)
|length = Endless (subject to change)
|length =
|site =
|site = https://github.com/Daggerbot/VogrothDawn
}}
}}


Tale of Arcana is an upcoming coffeebreak/horror roguelike set in a fantasy universe. The main character, whose default name is Taron, is captured by cultists and thrown into a deep cavern from which he must escape before a legendary demon called the Darklurk kills him. Although the game uses [[OpenGL]] for graphics, it has many elements that place it in the roguelike genre.
Vogroth Dawn is a fantasy Roguelike written in [[Rust]]. It is currently in a pre-alpha stage.
 
=Story=
 
TODO
 
=Gameplay=
 
==Character Creation==
 
When starting a new game, the player chooses the main character's name, attributes and skills. In the beginning, the player is given 24 attribute points to distribute across six attributes. Each attribute may have a value between one and seven. The attributes are as follows:
 
*Strength: Determines what equipment that player can use. Heavier weapons and armor generally require more strength.
*Intelligence: Determines how many skill points the player can distribute in the beginning and upon each level-up. A high intelligence is important for players who wish to master a wider range of skills.
*Vitality: Determines how many HP (health points) the player starts with and gains on each level-up. This is especially important for characters that specialize in melee attacks, as they generally take the most damage.
*Willpower: Determines how many MP (mana points) the player starts with and gains on each level-up. This is important for characters who often cast spells.
*Perception: Determines how far the player can see and use ranged attacks. This is important for players who use ranged attacks, whether physical or magical.
*Speed: Determines how fast the player can navigate the caves. This is important for evasive combat tactics.
 
In addition to customizing attribute points, the player must also customize their skill points. In the beginning the player is given ten skill points plus the value of their 'intelligence' attribute. Each skill may have a value from zero to the player's level plus three. Therefore, the highest value of a skill can be four in the beginning. The skills are as follows (subject to change before release):
 
*Weapons: Weapon skills determine how likely the player is to hit a target when using a weapon of the type in question.
**Unarmed: While unarmed attacks deal the least damage, they are guaranteed to be successful despite the target's armor class.
**Sword: Swords are the fastest and most common weapons, but the amount of damage they deal is rather inconsistent.
**Mace: Maces are slow and moderately common. They deal low but consistent damage.
**Axe: Axes are the rarest and slowest weapons, but they deal the most damage.
*Magic: When reading books, the player requires a certain minimum value in the magic skill of the book's type.
**Sorcery: These spells focus on dealing elemental damage to a target.
**Invocation: The player may summon spirits that can aid them in combat by healing the player, fighting alongside the player, or other helpful actions.
**Cursing: The player may curse opponents, which lowers their stats, making them less effective in combat.
*Other
**Dodging: Adds a constant increase to the player's armor class, which makes the player more likely to parry a physical attack.
 
Note: The above list of skills is expected to be much longer by the time the game is released. Some the skills listed may also be changed or removed.
 
=Development=
 
Development for Tale of Arcana started on 18 May 2011. Progress can be followed on [http://www.youtube.com/user/daggerb0t Daggerbot's YouTube channel].
 
=Credits=
 
*[[User:Daggerbot|Daggerbot]]: design, programming
*Joe Enzi: design, pixel art
 
=External Links=
 
*[http://www.youtube.com/user/daggerb0t Daggerbot's YouTube channel]
*[http://taleofarcana.wordpress.com/ Development blog]

Latest revision as of 04:24, 13 December 2014


Vogroth Dawn
Alpha Project
Developer User:Daggerbot
Theme Fantasy
Influences Dark Souls, Diablo, Dungeons and Dragons
Released
Updated
Licensing BSD
P. Language Rust
Platforms Unix, Windows, (Mac OS X planned)
Interface ASCII (using SDL2 or Termbox backend)
Game Length
Official site of Vogroth Dawn


Vogroth Dawn is a fantasy Roguelike written in Rust. It is currently in a pre-alpha stage.