One Knight in the Dungeon
Revision as of 15:08, 26 April 2019 by Thebracket
|One Knight in the Dungeon|
|Influences||Rogue, Moria, ToME4, Angband|
|Released||Feb 5 2019 (Pre-Alpha 6)|
|Updated||Apr 25, 2019 (Pre-Alpha 14)|
|P. Language||C++ (Unreal Engine 4)|
|Interface||3D, Graphical tiles, Keyboard, Mouse|
|Game Length||medium (unfinished)|
|Official site of One Knight in the Dungeon|
One Knight in the Dungeon is a modern take on the old roguelike genre:
- It's turn-based, but doesn't block on animations so you can play as fast as you want (animation speed is also configurable).
- You can play in glorious modern 3D, or retro CP437/ASCII modes.
- Movement is grid-based, but with "tweening" to provide a modern look.
- You can play entirely with the keyboard, the mouse, or a combination of the two.
- You start with a character class, but can pick up skills from any tree as you progress: you have the flexibility to build whatever character suits your play-style.
- All levels are procedurally generated, providing infinite replayability.
- With hundreds of skills (including spells), items and monsters - you have the flexibility to enjoy a different game each time. Or you can re-enter a "seed" and play the same game again.
- The more controversial roguelike aspects are configurable: you can turn permadeath on or off (but you NEVER keep progression between games), item identification can be enabled or disabled, and the hunger clock is configurable.
- There are 50 levels included in the game. More are planned for future expansion.
- Most of the game is defined in Lua "raw" files - it's moddable out of the box.
It is being developed by Herbert Wolverson.
It is available for Windows and Linux (64-bit).