Difference between revisions of "Numenfall"

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[[Category:Alpha projects]]
[[Category:Alpha projects]]


== Design ==
The game draws the most influence from ADOM, but it will go far beyond that.  The world will be randomly generated, continents, dungeons, towns, cities, etc.  There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games.  The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them.  Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.


== Links ==
== Links ==

Revision as of 18:59, 19 January 2012

Legend of Siegfried
Alpha Project
Developer Xan
Theme Classic
Influences ADOM, JADE
Released 7/02/2011
Updated 1/07/2012
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]

Design

The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.

A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.

Links

Download 0.2.1 (Windows); requires .NET Framework 4.0
Download 0.2.1 (Linux); requires Mono with support for .NET 4.0
Forums
Development Blog

Changelog for 0.2.1

Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.

* Added color-coding for various messages
* Added Lone wolf background
* Added stealth skill
* Added Perception and Charisma attributes
* Added in-game documentation system (press '?' at any pageable information screen to get available contextual documentation;
   view all documentation by pressing '?' on the main play screen)
* Added concentration skill
* Added literacy feat
* Added robes
* Added quarter staves
* Added Neophyte of Tali background
* Added oil lanterns
* Added black cave spiders, black bears, and vampire bats
* Added responses to sound to AI
* Added throwing daggers
* Added to initial starting equipment
* Added Nomad background
* Added permanent body modifications
* Added display of feats to character sheet
* Added ability for extracting alchemy ingredients from corpses
* Added recipe for distillation of black spider venom
* Added content to one of the main quests
* Added in-game option to change font/window size
* Added new setting for font size, 'Font'; possible values are '8x13' and '12x20'
* Added two new settings, 'WindowWidth' and 'WindowHeight'
* Allowed help at character generation (press '?')
* Increased arrow speed
* Made full text always display for attacks with non-standard weapons
* Reworked experience and skill training
* Autoexplore now prints a message on completion
* Allowed wooden bridges to burn
* Improved item weight display
* Improved AI to seek out last sighted enemy
* Improved AI to respond to heard noises
* Improved AI reaction to ranged attacks
* Improved description of large item stacks
* Improved pageable text and made up and down arrow scroll one line at a time
* Improved default initialization attempts
* Changed base regeneration rate
* Allow any key for (more) now properly defaults to false
* Reworked color stack of ASCII renderer to work correctly over multiple lines
* Fixed a bug that prevented ranged weapon damage from displaying correctly
* Fixed various bugs with bridges
* Fixed poison stacking
* Fixed a bug in handling dialogue trees
* Fixed a bug where attributes weren't set for some monsters
* Fixed a bug where NPCs wouldn't shoot their last bolt
* Fixed a bug that prevented projectiles from passing over water
* Fixed a bug with AI attempting to reload crossbows with arrows equipped

Features

Currently implemented features:

* Quests and dialogue
* Basic alchemy
* Autoexplore and goto
* Basic magic/spell system
* Score keeping, and high score list
* Shops
* Basic settlements and cities
* Field of view and light sources
* Random world generation
* A small selection of items and monsters
* Several dungeon environments
* Character backgrounds
* Character generation
* 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
* 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:

* Races
* 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:

* Item containers
* Inter-game interaction