GearHead
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− | + | == Abstract == | |
− | + | GearHead is one of the biggest roguelikes, and approaches to become one of the [[Major Roguelikes|major ones]] if it's not already. In GearHead you can select from a lot of futuristic jobs and skills, including mecha pilot, medic, ... | |
− | + | Its creator and maintainer is [[Joseph Hewitt]], a [[FreePascal]] guru ;). | |
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− | + | == Features == | |
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− | + | * quests are [[Random|Randomly generated]], based on predefined [[Script|scripts]] the number of which is constantly increasing. | |
− | + | * [[Skill|skills]] are increased both by successfully using them or "buying" them in exchange for XP obtained by completing quests and slaying foes. | |
+ | * extensive mecha design system, allowing in-game modification of existing models. | ||
+ | * two spatial scales: personal (on foot), in which the default movement uses the standard coordinate convention, and mecha which uses a "turtle" system in which you must turn and advance. | ||
+ | * the global plot consists of a number of smaller subplots, which are randomly generated every time. | ||
+ | * very open structure: All objects\plots\monsters are stored in plain text files, so it's quite easy to add\modify content. | ||
− | + | == Links == | |
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+ | * [http://www.geocities.com/pyrrho12/programming/gearhead/ GearHead homepage] | ||
+ | * [http://games.groups.yahoo.com/group/gearhead_dev/ Yahoo discussion\development group] | ||
[[Category:Stable games]] | [[Category:Stable games]] |
Revision as of 22:21, 22 May 2005
Abstract
GearHead is one of the biggest roguelikes, and approaches to become one of the major ones if it's not already. In GearHead you can select from a lot of futuristic jobs and skills, including mecha pilot, medic, ...
Its creator and maintainer is Joseph Hewitt, a FreePascal guru ;).
Features
- quests are Randomly generated, based on predefined scripts the number of which is constantly increasing.
- skills are increased both by successfully using them or "buying" them in exchange for XP obtained by completing quests and slaying foes.
- extensive mecha design system, allowing in-game modification of existing models.
- two spatial scales: personal (on foot), in which the default movement uses the standard coordinate convention, and mecha which uses a "turtle" system in which you must turn and advance.
- the global plot consists of a number of smaller subplots, which are randomly generated every time.
- very open structure: All objects\plots\monsters are stored in plain text files, so it's quite easy to add\modify content.