Jason
chasing a bee
Tags: Caves of Qud
<p>The team behind <a href="http://forums.freeholdentertainment.com/content.php?115-Public-Builds-Available" target="_blank"><strong>Caves of Qud</strong></a> would like to invite you to the open beta of their post-apocalyptic roguelike. Here's the pitch:</p>
<blockquote>For the last 5 years, hand of luke, kilmarath and I have been working on a pretty ambitious roguelike project. It's a post-apocalyptic roguelike inspired by worlds like those of Dune, Gamma World, and Gene Wolfe's works. It is an open-world roguelike, heavily inspired by ADOM and Omega, providing a world map that combines static and procedurally generated locations with hand-written quests-lines. The world is deeply simulated; each monster is as "real" as the player -- they wield equipment, suffer all the same effects, and interact with the world in the same way as the player. Everything in the world -- creatures, items, walls, etc -- has a physical presence and can be destroyed, frozen, set on fire, etc. The whole world is contiguous, so if you want (and have the patience) you can go down a few levels and dig your way across the entire world. Though this physical simulation means that the game is fairly resource intensive for a roguelike.<br /><br />We've tried to update the roguelike interface to be as modern as possible, providing user interfaces for conversation, trade, quests, and skills that should feel pretty modern, even though they are provided via a terminal interface. We provide the plethora of commands a roguelike player expects, but also provide a single "smart use" command (bound to 'Space' by default), that chooses the most "reasonable" thing to do in the square. So, for common interactions you can simply walk up to a door and hit 'Space' to open it, walk up to an NPC and hit 'Space' to talk to them, or walk up to a chest and hit 'Space' to loot it. Though if you want to run over to a pool of acid, fill up your canteen with it, and hurl it at a nearby enemy, all of the manual commands are available as well, and may be freely remapped.</blockquote>
<p>Check the <a href="http://forums.freeholdentertainment.com/showthread.php?7-Caves-of-Qud-Reference-Guide" target="_blank">Reference Guide</a> and the <a href="http://forums.somethingawful.com/showthread.php?threadid=3374214" target="_blank">SA thread</a> for screenshots and more details.<br /><br /><em>Thanks to getter77</em></p>
<p> </p>
<p>The team behind <a href="http://forums.freeholdentertainment.com/content.php?115-Public-Builds-Available" target="_blank"><strong>Caves of Qud</strong></a> would like to invite you to the open beta of their post-apocalyptic roguelike. Here's the pitch:</p>
<blockquote>For the last 5 years, hand of luke, kilmarath and I have been working on a pretty ambitious roguelike project. It's a post-apocalyptic roguelike inspired by worlds like those of Dune, Gamma World, and Gene Wolfe's works. It is an open-world roguelike, heavily inspired by ADOM and Omega, providing a world map that combines static and procedurally generated locations with hand-written quests-lines. The world is deeply simulated; each monster is as "real" as the player -- they wield equipment, suffer all the same effects, and interact with the world in the same way as the player. Everything in the world -- creatures, items, walls, etc -- has a physical presence and can be destroyed, frozen, set on fire, etc. The whole world is contiguous, so if you want (and have the patience) you can go down a few levels and dig your way across the entire world. Though this physical simulation means that the game is fairly resource intensive for a roguelike.<br /><br />We've tried to update the roguelike interface to be as modern as possible, providing user interfaces for conversation, trade, quests, and skills that should feel pretty modern, even though they are provided via a terminal interface. We provide the plethora of commands a roguelike player expects, but also provide a single "smart use" command (bound to 'Space' by default), that chooses the most "reasonable" thing to do in the square. So, for common interactions you can simply walk up to a door and hit 'Space' to open it, walk up to an NPC and hit 'Space' to talk to them, or walk up to a chest and hit 'Space' to loot it. Though if you want to run over to a pool of acid, fill up your canteen with it, and hurl it at a nearby enemy, all of the manual commands are available as well, and may be freely remapped.</blockquote>
<p>Check the <a href="http://forums.freeholdentertainment.com/showthread.php?7-Caves-of-Qud-Reference-Guide" target="_blank">Reference Guide</a> and the <a href="http://forums.somethingawful.com/showthread.php?threadid=3374214" target="_blank">SA thread</a> for screenshots and more details.<br /><br /><em>Thanks to getter77</em></p>
<p> </p>