Difference between revisions of "World of Tey"
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Pteriforever (talk | contribs) |
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|influences = XirrelaiRPG, ToME | |influences = XirrelaiRPG, ToME | ||
|released = 0.1.0 (22/9/2011) | |released = 0.1.0 (22/9/2011) | ||
|updated = 0. | |updated = 0.13.0 (29/2/2011) | ||
|licensing = Freeware, Closed Source | |licensing = Freeware, Closed Source | ||
|language = [[Game Maker language]] | |language = [[Game Maker language]] | ||
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==Dungeons== | ==Dungeons== | ||
The entire game takes place within a single small level called Testland. When it is complete, however, it will have a network of ToME-style dungeons. | |||
==Features== | ==Features== | ||
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--18x18 non-persistent levels. | --18x18 non-persistent levels. | ||
--The success rates and power of actions are based on stats -- I want to avoid | --The success rates and power of actions are based on stats alone -- I want to avoid unwieldy skill systems. | ||
--Elemental resistances. | --Elemental resistances. |
Latest revision as of 02:46, 29 February 2012
World of Tey | |
---|---|
Alpha Project | |
Developer | Pteriforever |
Theme | Original Fantasy |
Influences | XirrelaiRPG, ToME |
Released | 0.1.0 (22/9/2011) |
Updated | 0.13.0 (29/2/2011) |
Licensing | Freeware, Closed Source |
P. Language | Game Maker language |
Platforms | Windows |
Interface | graphical |
Game Length | 1-2 minutes so far |
Official site of World of Tey |
Pteriforever's latest project. Although it had been talked about a lot beforehand and some extremely early demos were produced, nothing playable eventuated until the project's restart in September 2011.
Dungeons
The entire game takes place within a single small level called Testland. When it is complete, however, it will have a network of ToME-style dungeons.
Features
Current
--Enchantment level and corrosion level each affect items differently. Enchantment raises or lowers the maximum damage a weapon can do, whereas corrosion simply takes from or adds to the end result.
--Standard 52-slot inventory.
--18x18 non-persistent levels.
--The success rates and power of actions are based on stats alone -- I want to avoid unwieldy skill systems.
--Elemental resistances.