Difference between revisions of "Neon"

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===Editor===
===Editor===
A game data editor is included in the latest releases. It supports editing nearly all game data.  
A game data editor is included with the engine. It supports editing nearly all game data.  


==Current work==
==Current work==
===Engine===
===Engine===
The engine itself is nearly feature-complete. The animation system is the largest missing part, but a preliminary version is available in the latest svn revision. Work is now focusing on the actual gameplay. For this, the random quest system will be refined.
The engine itself is nearly feature-complete, apart from cleaning up bugs and improving the existing infrastructure. Most work is now focusing on the actual gameplay. For this, the random quest system will be refined.


===Editor===
===Editor===
Editing maps is somewhat awkward at the moment. The vector editor will be improved in coming releases. Many of the random generation functions are not supported by the editor yet. This will be added in the next release.
Editing maps is somewhat awkward at the moment. The vector editor will be improved in coming releases. Further work is needed to make the editor more user-friendly.

Revision as of 18:46, 14 November 2011

Neon roguelike engine
Alpha Project
Developer mdriesen
Theme Fantasy
Influences The Elder Scrolls, ADOM
Released 2007 Aug 28
Updated 2011 Nov 13 - 0.3.6
Licensing GPL
P. Language Java, JavaScript, AspectJ
Platforms Java 6
Interface Unicode
Game Length
Official site of Neon roguelike engine


Neon is a roguelike engine. It features a huge overland map with fixed or random dungeons, and an editor to edit all game data. Gameplay is inspired by the Elder Scrolls games, especially Daggerfall and Morrowind. The looks are inspired by ADOM.

Description

Engine

Neon is not a single game, but an engine that can run roguelike adventures. 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 create their own adventure without the need to write any Java code (although some JavaScript is still necessary for the random quest system). All the ugly bits are taken care of.

Maps

The engine can handle truly huge maps. The main world map for testing in the alpha version measures 40800 x 27400 tiles, but can be much bigger (a map 50 times as big was tested). This overland map is on the same scale as the dungeons and scrolls with the player character centered on screen. Multi-level dungeons with branching zones are fully supported.

Editor

A game data editor is included with the engine. It supports editing nearly all game data.

Current work

Engine

The engine itself is nearly feature-complete, apart from cleaning up bugs and improving the existing infrastructure. Most work is now focusing on the actual gameplay. For this, the random quest system will be refined.

Editor

Editing maps is somewhat awkward at the moment. The vector editor will be improved in coming releases. Further work is needed to make the editor more user-friendly.