![]() ![]() RPGWatch: Speaking of roguelikes, is permadeath implemented in the game?ĭavid: Yes, it's an option the player can select in the character creation process. But breaking that rule is sort of the point of Dredmor.įurther, to speak for myself, my intention was never to reproduce traditional roguelike mechanics then simply add graphics on top it was to make the best game I could within the terms of what was possible with the original build that Nicholas brought to Gaslamp three years ago. We do however fulfill almost all of the definitions of a roguelike as laid out in the Berlin Interpretation except for one: ASCII graphics. Doubtless there's a lot more to be said here and I'm sure we'll hear no end of it! Dwarf Fortress was just about the only ASCII game I really got into (aside from ZZT when I was young).īut to cover some differences I've heard from hardcore roguelikers: We don't have hunger and starvation mechanics (instead, food and drink helps regenerate health and mana), we don't have an extensive religion/alignment system, and we have graphics. What are some of the similarities and differences between a traditional ASCII roguelike and Dredmor?ĭavid: I must admit that I have not had extensive experience with traditional roguelikes aside from the obvious Diablo-likes. RPGWatch: Dungeons of Dredmor looks like it is heavily influenced by other roguelike games like Nethack. If traditional roguelikes are based around the idea of making two or three core decisions - of race and class and religion - then we've got seven core decisions to make character creation interesting. There is however a vampirism "skill" which affects gameplay in some very important ways, and if there are any of what one could call "races" in the game they would probably take the form of a skill. Depending on what one means by race, this might also require a huge number of animated sprites to be redrawn - it would take an immense amount of work for little payoff in terms of improving the game. Are there any future plans for making your character a different gender or race such as an elf?ĭavid: I would love to have an option for playing as a female character though we need to make some money so we can hire an artist to pick up where the other freelancers left off.Īs for choosing different races to play as, this somewhat conflicts with character creation as skill selection. RPGWatch: The player doesn't have a choice on gender or race. I like the elegance that comes from having the consequences of a few simple, important decisions cascade down to the lower-level game mechanics. Each skill is associated with a primary RPG-class archetype (Warrior, Rogue, Wizard) which have implications about how the stats will work out. These skills range from weapon focuses to magic schools to crafting. RPGWatch: What are the players options when creating a character?ĭavid: You choose seven skills from a pool of 34. Linux especially needs some love from game developers. RPGWatch: What platforms will people be able to play Dungeons of Dredmor on?ĭavid: Windows, MacOS, and Linux - in that order, probably, though we want to quickly get to a point of supporting all platforms. I'd been working with the group that became Gaslamp Games for a couple months on a project which kinda imploded, so we figured we could put some shine on this weird little game Nicholas had kicking around, maybe spend a month or two, then ship it and get some cash for a bigger project. Nicholas Vining, the coder at Gaslamp, had been working on it since 2006 or so if I recall correctly, as a project in partnership with Breadbrothers (an indie game outfit). What I got three years ago was a very immature build of a humorous roguelike game. The player is an unlikely hero who must fight their way through ten dungeon levels to defeat the evil lich Lord Dredmor. RPGWatch: Tell the readers a little bit about what Dungeons of Dredmor is all about.ĭavid: Dredmor is a humorous roguelike RPG. ![]()
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