|Developer||Andrew Wright (aka roocey)|
|Influences||Crawl and many others|
|Released||0.1e - June 30th, 2012|
|Updated||0.6a - December 31st, 2012|
|P. Language||Python 2.7|
|Game Length||A few minutes currently|
|Official site of @Star Wars|
@Star Wars (alternatively, @Star Wars RL) is a roguelike set in the Star Wars galaxy. Windows downloads are regularly posted on the development blog.
- D6 system.
- Diverse species.
- Skills that integrate well into the D6 system.
New features as of the 0.6 series of updates:
- Mostly solidified combat mechanics
- New item types
- New skills
- Rebuilt species
- Balance work
- More mini-bosses and a better mini-boss system
- A complete dungeon with a definite end point
- "Guaranteed appearance, random location" generation for certain things
- And more!
This project began as a simple curiosity back around March, 2011. When it began, it was little more than Jotaf's tutorial. Basically the player could walk around, kill rats, and loot potions. While @Star Wars will always have its roots planted in Jotaf's tutorial, the game has ballooned far beyond those simpler days. It now features a complete equipment system, saving & loading, special enemy properties, and, is of course, set in the Star Wars universe instead of a generic fantasy one.
The primary influences towards @Star Wars include: Dungeon Crawl Stone Soup, due to the developers' ability to seemingly master mechanics; UnAngband, Andrew Doull's Ascii Dreams blog was primary influence for starting the blog; Cataclysm, because not only is Whales a great developer, he's fantastic when it comes to interacting with players; Star Wars D6 (by West End Games), for inspiring me to implement the D6 system and for generally creating a good game; Jeff Vogel, the other reason I decided to start a blog; David Ploog, he may not be a programmer or artist, but he has a fantastic design sense. There's probably many other influences, but these are the few I can think of off the top of my head and without getting overly cheesy.