Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Developer preview: Incavead (Diggr continuation; open-source, pure ASCII)  (Read 1573 times)

tkatchev

  • Bay Watcher
    • View Profile

Hello all.

I'd like to announce "Infinite Cave Adventure", a new roguelike and a continuation of 'Diggr'.

Currently it is a polished and playtested game, but not long or fleshed-out enough to be a complete, winnable game.

If you have a Unixy system and a desire to compile stuff, I invite you to play the developer preview.

You can get it here: http://code.google.com/p/incavead/, by cloning the git repository and building the game yourself. (Don't worry, I tried to keep the process as simple as possible.)

What makes this game different:
  • Pure old-school ASCII: no tilesets, no 3D, no full-color windows, playable with any Telnet client.
  • Optimized code and no dependencies.
  • Minimal system dependencies, maximum portability.
  • Highly moddable by editing plain-text config files.
  • Very different and interesting gameplay process. (No AD&D, no grind!)

Thank you, I look forward to your comments and suggestions.
Logged

Iceblaster

  • Bay Watcher
  • Now with 50% less in-jokes!
    • View Profile

Hello all.

I'd like to announce "Infinite Cave Adventure", a new roguelike and a continuation of 'Diggr'.

Currently it is a polished and playtested game, but not long or fleshed-out enough to be a complete, winnable game.

If you have a Unixy system and a desire to compile stuff, I invite you to play the developer preview.

You can get it here: http://code.google.com/p/incavead/, by cloning the git repository and building the game yourself. (Don't worry, I tried to keep the process as simple as possible.)

What makes this game different:
  • Pure old-school ASCII: no tilesets, no 3D, no full-color windows, playable with any Telnet client.
  • Optimized code and no dependencies.
  • Minimal system dependencies, maximum portability.
  • Highly moddable by editing plain-text config files.
  • Very different and interesting gameplay process. (No AD&D, no grind!)

Thank you, I look forward to your comments and suggestions.

Maybe take a few screenies? This sounds good and all, but all I can tell is that it is a roguelike that is in a cave. No way to figure it out from that

Neonivek

  • Bay Watcher
    • View Profile

Yeah even the website doesn't list screenshots.

Also a description would also work.
Logged

Lectorog

  • Bay Watcher
    • View Profile

I like Diggr, so I'll be following this. I'm too lazy to compile on Windows though.
Logged

tkatchev

  • Bay Watcher
    • View Profile

Good point, which is why I labeled it 'developer preview'.

Once I figure out how to host telnet apps cheaply, I'll put up a telnet server, nethack.alt.org-style.

That should probably be easier and more fun than a screenshot dump. :)
Logged

tkatchev

  • Bay Watcher
    • View Profile

Quote
Also a description would also work.
There's a list of design criteria on the developer page. (What makes this game different, basically.)
I thought copy-pasting all of it here would be rude.
Logged

( Tchey )

  • Bay Watcher
    • View Profile
    • http://jeux1d100.net/

You only say "it's different", but not how (or i misread something).
If i make a game with "Power" instead of "Mana", i can say it's different, but it's actually not.

Can you explain more indepth what and how ?
Logged

tkatchev

  • Bay Watcher
    • View Profile

Quote
Can you explain more indepth what and how ?
I tried to make a game where it makes no sense to grind. It rewards quick and efficient advancement instead of repetitive farming for EXP.

So: a very limited inventory (can't stockpile), no experience points (need to defeat monsters out of your depth instead), timers (hunger), and a streamlined combat system which encourages leveling instead of artifact collecting.

Also -- no races or classes.

The idea is to make a roguelike that's less roleplaying and more strategy. Something like a procedurally-generated strategic board game.
Logged

alexandertnt

  • Bay Watcher
  • (map 'list (lambda (post) (+ post awesome)) posts)
    • View Profile

Also -- no races or classes.

:(

Also tried to compile it on windows through cygwin, got:

Quote
[ 50%] Generating ../configparser.h
/bin/sh: RAGEL-NOTFOUND: command not found
CMakeFiles/incavead.dir/build.make:76: recipe for target `../configparser.h' failed
make[2]: *** [../configparser.h] Error 127
CMakeFiles/Makefile2:60: recipe for target `CMakeFiles/incavead.dir/all' failed
make[1]: *** [CMakeFiles/incavead.dir/all] Error 2
Makefile:113: recipe for target `all' failed
make: *** [all] Error 2

Not really a unix-person, so it could be something really simple...
Logged
This is when I imagine the hilarity which may happen if certain things are glichy. Such as targeting your own body parts to eat.

You eat your own head
YOU HAVE BEEN STRUCK DOWN!

tkatchev

  • Bay Watcher
    • View Profile

Quote
make: *** [all] Error 2
Thanks for the tip. I don't have cygwin at hand, but I just committed a fix that should work.
Logged

tkatchev

  • Bay Watcher
    • View Profile


Hello again.

I've buckled down and put up a public telnet server. (It turns out that's not so hard after all.)

You can now play the game by pointing any telnet client to host diggr.name, port 20020.

(Try also connecting directly to IP address 176.58.105.18, since the DNS changes might not have propagated everywhere yet.)

Thanks!
Logged

tkatchev

  • Bay Watcher
    • View Profile

Bumping with news again.

I've put up a website for the game at dungeon.name. (Features news, highscores and a short explanation of the game.)

There's also some changes on the public server:

  • You can access the public telnet server at the new address, host dungeon.name, port 20020.
  • A machine-generated highscore table is on the site. Playing on the public server will automatically enter your score.
  • Dead player characters will leave gravestones, visible to any other player character on the public server.
  • I've implemented a monetary system for the game. Money has no useful in-game function, but will feature on gravestones and highscore entries, for bragging rights.

Thank you.

P.S. Looking for a good public-domain logo for the game, if you have any tips, let me know. :)
Logged