Difference between revisions of "Numenfall"

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(Version 0.1.2 released)
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[http://exong.net/RL/download.php?platform=windows Download 0.1.2 (Windows)]; requires .NET Framework 4.0<br>
[http://exong.net/RL/download.php?platform=windows Download 0.1.2 (Windows)]; requires .NET Framework 4.0<br>
[http://exong.net/RL/download.php?platform=linux Download 0.1.2 (Linux)]; requires Mono<br>
[http://exong.net/RL/download.php?platform=linux Download 0.1.2 (Linux)]; requires Mono<br>
[http://exong.net/RL/forum Forums]<br>
[http://exong.net/RL/blog Development Blog]<br>
[http://exong.net/RL/20110703_1631_46.zip 0.1.0 Gameplay video]
[http://exong.net/RL/20110703_1631_46.zip 0.1.0 Gameplay video]



Revision as of 20:41, 13 July 2011

Legend of Siegfried
Alpha Project
Developer Xan
Theme Classic
Influences ADOM, JADE
Released 7/2/2011
Updated 7/13/2011
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 0.1.2 (Windows); requires .NET Framework 4.0
Download 0.1.2 (Linux); requires Mono
Forums
Development Blog
0.1.0 Gameplay video


Screenshots from 0.1.0

Overworld
Dungeon


Changelog for 0.1.2

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 a new dungeon type
* Added a new area, new creatures, new items
* Added ranged combat, bows and arrows, and throwing
* Added tutorial mode (active when there is less than 3 highscore entires)
* Added multi-selection for item lists
* Added highscore list
* Added random names for human settlements
* Cloth items can now be burnt
* Improved verb recognition
* Improved pathfinding for monsters
* Improved handling of passed time in non-active areas
* Reworked illumination from objects
* Reworked armor coverage
* Starting attributes are now somewhat random
* Shopkeepers now actually receive the money for items bought
* Shopkeepers now react when their items are damaged/destroyed
* Abstracted renderer so that it is possible for the display to work with tiles as well as text
* Improved pageable text to perform line-wrapping
* Some optimizations
* Added workaround keyboard buffering problems
* Fixed string input from allowing spaces at the beginning or end of input, 
   and also disallowed multiple spaces in the middle
* Fixed a bug with the screen not updating when you rest on the overworld map
* Fixed activating items taking no time
* Fixed sorting of equipment view list
* Fixed a mistake with watchmen equipment
* Fixed some bugs with projectiles and AoE projections
* Fixed a bug with plural names displaying incorrectly after loading
* Fixed a bug with saving faction relationships
* Fixed a bug with pageable data


Features

Currently implemented features:

* Score keeping, and high score list
* 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:

* 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