Metallus
04-21-2009, 04:51 PM
Some of you may remember an old game for the NES called "Spelunker". It wasn't a very good game, with its horrible controls, constant deaths, and dull gameplay. A screenshot:
http://images.gfx.no/515/515075/Spelunker-564x376.gif
Well, an indie game developer, Derek Yu, made his own version, for the PC. Straight from his post:
"Probably the easiest way to describe Spelunky is that it's (kind of) like La Mulana meets Nethack - every time you play the levels, items, monsters, and so forth, are all procedurally-generated. And the terrain is destructible and there are quite a few ways in which the various game elements can interact with one another.
My goal was to create a fast-paced platform game that had the kind of tension, re-playability, and variety of a roguelike. In roguelikes, the gameplay tells the story, and I wanted to give Spelunky that type of a feeling... but make the player rely on their reflexes rather than their brain (or knowledge of what 50 billion command keys do!). If there's a best of both worlds, that's what I was trying to go for."
The game can be downloaded here (http://forums.tigsource.com/index.php?topic=4017.0)
A screenshot of Spelunky:
http://www.derekyu.com/games/spelunky_screen.png
A lot like the original, eh? It's much better. If you want to hear more, feel free to reply here.
http://images.gfx.no/515/515075/Spelunker-564x376.gif
Well, an indie game developer, Derek Yu, made his own version, for the PC. Straight from his post:
"Probably the easiest way to describe Spelunky is that it's (kind of) like La Mulana meets Nethack - every time you play the levels, items, monsters, and so forth, are all procedurally-generated. And the terrain is destructible and there are quite a few ways in which the various game elements can interact with one another.
My goal was to create a fast-paced platform game that had the kind of tension, re-playability, and variety of a roguelike. In roguelikes, the gameplay tells the story, and I wanted to give Spelunky that type of a feeling... but make the player rely on their reflexes rather than their brain (or knowledge of what 50 billion command keys do!). If there's a best of both worlds, that's what I was trying to go for."
The game can be downloaded here (http://forums.tigsource.com/index.php?topic=4017.0)
A screenshot of Spelunky:
http://www.derekyu.com/games/spelunky_screen.png
A lot like the original, eh? It's much better. If you want to hear more, feel free to reply here.