Numenfall

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Revision as of 18:14, 7 July 2011 by Xan (talk | contribs) (Version 0.1.1 released)
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Legend of Siegfried
Alpha Project
Developer Xan
Theme Classic
Influences ADOM, JADE
Released 7/2/2011
Updated 7/7/2011
Licensing Open source
P. Language C#
Platforms Anything that works with SDL.NET (Windows, Linux)
Interface ASCII, Keyboard
Game Length Indefinite, nunc
[Forums Official site of Legend of Siegfried]


Links

Download 0.1.1 (Windows); requires .NET Framework 4.0
Download 0.1.1 (Linux); requires Mono
0.1.0 Gameplay video


Screenshots from 0.1.0

Overworld
Dungeon


Changelog for 0.1.1

* Added rudimentary town layout
* Added shops and shopkeepers, watchmen and commoners
* Added help message at beginning of game and changed representation of key codes when displaying keybindings
* Reworked experience system and skill progressions
* Added flammable property for items (such as scrolls)
* Corpses now decompose
* Added force attack command (Tag = 'ForceAttack')
* Added activation command (Tag = 'Activate')
* Implemented items that do not generate randomly
* Various cosmetic improvements
* Reworked starting equipment; you now start with gold as well
* Added new content
* The game version is now shown in the window title
* Games are now deleted upon death. (they are not deleted on loading because of the chance of crashing)
* Fixed grammar mistakes with boots and bracers
* Fixed a bug with saving games
* Fixed some issues with displaying messages about things you shouldn't be aware of
* You can no longer drink potions or read scrolls in restricted areas (e.g., the overworld map)
* You are no longer given the option to load a game if no saved games exist


Features

Currently implemented features:

* Shops
* Basic settlements
* Field of view and light sources
* Random world generation
* A small selection of items and monsters
* Several dungeon environments
* Basic melee and missile combat
* Basic weapon skills and a few non-combat skills, with a basic training framework
* Languages:  The more advanced races speak a common tongue, but each race generally has 
   its own specific language as well
* Pre-set quests
* Factions and territories, e.g., goblins in their own territory might attack creatures 
   they would not mind in other places
* Multiple damage types
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.
* Random item generation
* Extremely extensible property-driven event system
* Advanced and descriptive messages with dynamic grammar system
* Various senses (sight, hearing, etc.) for different perceivable things
* Time of day, i.e., day/night cycle with varying visibility
* Saving/Loading
* Abstract goal-based AI for monsters and NPCs
* Various dungeon features (doors, decorations, etc.)
* Materials and qualities for items
* Many state modifiers (poison, diseases, bleeding, etc.)
* 19 types of terrain
* Customizable interface and keybindings

Planned features:

* Score keeping, and high score list
* Races and backgrounds/classes
* Monster and item descriptions, memory
* Hundreds of items and creatures
* Many different locations, dungeons, complexes, etc.
* Diverse effects for different weapon types and styles
* Many, many skills
* Activatable items, skills, and powers
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.
* Weather patterns
* Multiple game modules (i.e., the engine supports loading different modules;  The Legend of Siegfried is one of these.)
* ...and more...

Possibly future features:

* Inventory restrictions (weight or size or some other criteria)
* Item containers
* Inter-game interaction