// * Randomness
* ランダム性
NetHack is a game of randomness. ~
Every game should be different and unpredictable. ~
Everything that isn't random should have a valid reason for this. ~

// * Challenge
* 新たなる挑戦
NetHack is meant to be hard. ~
In every stage of the game it should be challenging. ~
This can be achieved by closing or removing easy loopholes, by increasing dangerous situations in the game or by adding more dangerous monsters. ~

// * Fun
* 楽しさ
NetHack should be fun although it is meant to be hard. ~
NetHack has never taken itself to seriously and UnNetHack? doesn't want to break this tradition. ~

// * misc
* その他
A spoilered player shouldn't have an advantage over an unspoiled one only because he knows of some code-specific behavior that can't be discovered in-game. ~
In contrast to Slash'Em not every conceivable patch should be incorporated but it should be tried to keep a good game balance. ~
Vanilla bugs should be fixed. The more impact on game play a bug has the sooner it should be fixed. ~
Items that differ by their cursed, uncursed, blessed state should have clearly different effects when used. ~

RIGHT:''原文:http://sourceforge.net/apps/trac/unnethack/wiki/DesignGuidelines ''

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