
- #GETTING LOST CAVES OF QUD HOW TO#
- #GETTING LOST CAVES OF QUD SOFTWARE#
- #GETTING LOST CAVES OF QUD CODE#
#GETTING LOST CAVES OF QUD HOW TO#
Generally seen as a very open-ended RPG system in a sci-fi world that can help inspire how to face certain design decisions for the underlying mechanics. Traveller - Never played this, character design is interesting. Metamorphisis Alpha - Never played this, but the general story is similar and a strong basis for inspiration. Shadowgrounds - Aliens attacking a base and working through levels to solve/protect it Rimworld - If the game evolves into more of a base-building mechanic Different play styles available and need to keep alert level down.ĭungeon of the Endless - Random generated dungeon of rooms where you are trying to get to the top level Some of their games that are influencing my thinking on this project are, Temple of Apshai Trilogy, Dragonriders of Pern (I'm serious, I played that game a ton),Īn interesting tidbit I learned from research is that Epyx did the port of Rogue to non-Unix platforms.įorce 7 - There was this game on the C64 where you had a crew and needed to eliminate all these aliens in various rooms.Ĭogmind - similar genre and also sci-fi. I loved their motto even as a kid of combining strategy with action. Getting the magic carpet, was awesome.Įverything Epyx - I grew up looking at everything Epyx released. I loved the variety of towns and quests that linked things together. Ultima V - The main Ultima game I played. How much time did I waste in most RPG's just clicking from one side of the map to another just to complete a quest? Being able to navigate to locations was fantastic. But one of my favorite features was that you didn't have to move your character through each individual square when walking through a town.
And also the ways that you managed your party.ĭarklands - A very interesting RPG that allowed a lot of freedom in how you approached the game.
It has been a while since I last played it, but I remember being impressed by the mechanics of exploration. The Magic Candle - I played this game when it first came out in 1989. These old games captured my mind when I started playing them and finding what made that spark happen is what I'm curious about exploring with this project. Certainly there will be ideas that will leverage current games including things like Dwarf Fortress/Rimworld or Caves of Qud, or Fall Guys (inspiration can and should come from anywhere). I'm focusing my inspiration on games from the past.
#GETTING LOST CAVES OF QUD CODE#
Weekly Blog Posts giving a brief overview of the code changes implemented and screenshots of progress.

The game should have a feeling that a story is occurring and the player is contributing to the creation of that story. The game should have either different challenges or feel so different every time that it encourages people to play again. Similar to creating an RPG system where the adventures, items and characters can be created by anyone. The game should feel like a framework that could be extended. Because of the planned complexity of interactions between entities, unit tests will provide a foundation to validate those interactions and potentially test balance. I believe that TDD can assist any project. 99% Unit Test CoverageĪ strange goal perhaps.

That fun should come from the combination of challenge and discovery.
#GETTING LOST CAVES OF QUD SOFTWARE#
Develop a game that combines my learnings of systems thinking, opinions on software engineering, and love for games that give control to the player to influence the world.
