Monthly Archives: February 2009

Releases Wire XXVI

Notables

Dungeon Crawl Stone Soup 0.4.5.

It can be played online; see crawl.akrasiac.org and crawl.develz.org. The latter server also allows you to peek into the gameplay changes in trunk (the cool, new stuff).

Privateer ASCII Sector 0.4.7

When a fixer or wingman has left his chair due to a fight breaking out, he will now stay inside the bar and will in time sit down again when the fight is over.

WarpRogue 0.8.0b

General Guderian now offers the Iron gate mission until you *really* reject it.

crashRun 0.3.0

The main new feature is cyberspace as an area that can be explored. When you jack into a terminal, instead of getting a menu of options, you instead can enter cyberspace

Newborn

Gruesome 0.0.3

It is pitch black.  You are likely to eat someone…

Downfall 0.2

This release adds multiple dungeon levels and items.

AmoebaRL 0.2

You play as an amoeba that decided to grow eating others

Tomb of Radwin

Amulet of Yendor / Rodney…
Wizardry / Trebor + Werdna…
Rawdin.. Darwin.. only the strong survive…
blah. cheesy I know.

Faeries’ Lair 7DRL

I have tried to make the game experience varied by designing monsters to be qualitatively different from each other; nearly every one has a special ability or behaviour

Settlement 1.3

After a long travel your group of settlers finished a basic settlement. The land seems to be very hostile. The next group of colonists will arrive after a month, therefore you have to last 30 days. Keep at the end as much money as possible.

Development
CL-TCOD

CL-TCOD has bindings for maybe 75% of tcod functions. All the console stuff, fonts, mouse, colours, images are in (I think).

ASCII-Paint 0.2

This version adds some features which make it easier to make and edit drawings.

Bonus
Triangle Wizard 4.01

Sacred Wrath, Cold Breath, Fire Breath and Acid Stream can now hit flying creatures starting from a certain spell level.

Roguetemple’s Spotlight: Spelunky

Jhon Spelunky, a young, memory-less, snakephobic archeologist,
thirsty for adventure and treasure,
jumps into a cursed ruins complex full of traps and snakes…
looking for the ultimate artifact.
The amulet of Yendor.

Jhon Spelunky enter the ancient ruins

This is a great way to start our biweekly Roguelike Spotlight, bringing you the latest and most exciting releases on the roguelike world!

Today, I give you Derek Yu‘s SPELUNKY, a great game which albeit still on development, I am sure you all will enjoy!

Hold on for a second!

My goal was to create a fast-paced platform game that had the kind of tension, re-playability, and variety of a roguelike.  In roguelikes, the gameplay tells the story, and I wanted to give Spelunky that type of a feeling… but make the player rely on their reflexes rather than their brain (or knowledge of what 50 billion command keys do!).  If there’s a best of both worlds, that’s what I was trying to go for.

Did he suceed?

The reward for the trouble

This is much more than a procedurally generated platformer… besides the sweetly randomly generated levels there are many more things that take it close to a traditional roguelike! the fate of that promising character can change in less than you think, from a stuffed archeologist, shotgun and bombs packed, to giant tarantula food or a spike-teared bloody corpse!

Thrilling action!

The game features a smooth dificulty curve while still keeping things difficult; it is also full of surprises and puzzly situations where you got to make use of your available items, and by the way, you must make good use of them, as you may end up in a dead-end situation.

Following, the roguelikeness evaluation for Spelunky:

  • High Value Factors
    • Random Environment Generation: Yes
    • Permafailure (including Permadeath): Yes
    • Turn Based Interaction: No
    • Single command set: Yes
    • Freedom: Yes
  • Middle Value Factors
    • Discovery mechanics: Yes
    • Single player: Yes
    • Lots of content: No
    • Complex non-trivial world and object interactions: Yes
  • Low Value Factors
    • High ramped difficulty: Yes
    • Monsters are players: Yes
    • Character-based display: No
    • Hack and Slash: Yes

TOTAL ROGUELIKENESS VALUE: 21/27 (78%)

What? Why? HOW?? :(

Derek Yu provides us with a worthy cross-over experience, his experience in the indie scene cleary applied to this product. Graphics and Sound are retronice (what else could you expect from the creator of Aquaria?).

SO, download the game, browse the wikiashare some levels and… DISCUSS! :)