同步操作将从 锅巴汉化/13层(Level 13) 强制同步,此操作会覆盖自 Fork 仓库以来所做的任何修改,且无法恢复!!!
确定后同步将在后台操作,完成时将刷新页面,请耐心等待。
汉化版:http://likexia.gitee.io/level13
英文版:https://nroutasuo.github.io/level13/
Level 13 is an text-based incremental science fiction browser adventure where the player must survive in a dark, decayed City, (re)discover old and new technologies, and rebuild a civilization that has collapsed.
Currently in early development. See changelog.json for version details.
Play lastest (semi-) stable version here.
Main features still missing: story and role-playing elements, gods, magic & the ending.
The project uses jQuery, Require.js, and Ash.js and is structured into entities, components and systems.
There are four types of entities: the player, the tribe, sectors and levels. The player entity has a position, items, stats and so on. The tribe entity stores general game status things like unlocked upgrades. Sectors and levels represent the structure and status of the game world.
All actual game data is stored in various Components of these entities and the game save simply consists of selected components.
Everything that the player can do in the game - mainly button clicks - are "player actions". Each action has a name, costs, requirements and so on defined in the PlayerActionConstants. The PlayerActionFunctions class contains a function for each action and handles their results. Various helper classes take care of checking those requirements, deducting costs, unifying random encounters etc.
User input is detected and mapped to PlayerActions by UIFunctions.
At the start of a new game, a seed value is assigned. The world is randomly generated based on this seed and only the seed needs to be saved between sessions.
(Sample level structure)
The WorldCreator generates from the seed value
The main constraints for the world creator to keep the game fair and balanced is that all sectors are accessible (there is enough water/food scattered across the level) and that enemy and environmental hazard difficulty increases proportionally to available equipment.
The basic unit for balancing the world creator is the Level Ordinal. Level 13 where the player always starts is ordinal 1, Level 12 is 2, and so on all the way to the Ground Level. Level 14 is Ground Level + 1 and so on until Surface Level. For some values, Camp Ordinal is used instead.
The game consists of several systems but here are some important ones:
If you want to report bugs or suggest new features please check the contributing guidelines first.
Level 13 is heavily inspired by A Dark Room. Other great text-based and / or incremental games that the game owes much inspiration to include:
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