Difference between revisions of "Neon"

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==Current work==
==Current work==
===Gameplay===
===Gameplay===
The engine itself is nearly feature-complete. Work is now focusing on the actual gameplay. For this, the user interface and savegame system will be update for the next release.
The engine itself is nearly feature-complete. Work is now focusing on the actual gameplay. For this, the user interface and savegame system will be updated for the next release.


===Maps===
===Maps===
A new random generation system has been implemented. It allows mixing fixed and randomly created content. Future releases will feature improved wilderness generation.
A new random generation system has been implemented. It allows mixing fixed and randomly created content. Future releases will feature improved wilderness generation.

Revision as of 19:48, 28 December 2010

Neon roguelike engine
Alpha Project
Developer mdriesen
Theme Fantasy
Influences The Elder Scrolls, ADOM
Released 2007 Aug 28
Updated 2010 Dec 28 - 0.3.3
Licensing GPL
P. Language Java, Javascript
Platforms Java 6
Interface Unicode
Game Length
Official site of Neon roguelike engine


Neon is a roguelike engine. It features a huge overland map and can be modified with XML and JavaScript.

Description

Engine

Neon is not a single game, but an engine that can run roguelikes. All data needed for a specific game is stored in a set of XML files. These files are loaded when starting the engine. This allows anyone to make their own roguelike without the need to write code.

Maps

The engine can handle truly huge maps. The main overland map for testing in the alpha version measures 20400 x 13700 tiles, but can be much bigger. The overland map is on the same scale as the dungeons and scrolls with the player character centered on screen. Multi-level dungeons are fully supported.

Editor

A game data editor is included in the latest release. It supports editing nearly all game data (no random quests and dungeon themes supported yet).

Current work

Gameplay

The engine itself is nearly feature-complete. Work is now focusing on the actual gameplay. For this, the user interface and savegame system will be updated for the next release.

Maps

A new random generation system has been implemented. It allows mixing fixed and randomly created content. Future releases will feature improved wilderness generation.