Difference between revisions of "Numenfall"

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(Version 0.1.4 released)
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|developer = [[Xan]]
|developer = [[Xan]]
|released = 7/2/2011
|released = 7/2/2011
|updated = 7/20/2011
|updated = 7/28/2011
|language = [[Csharp|C#]]
|language = [[Csharp|C#]]
|platforms = Anything that works with SDL.NET (Windows, Linux)
|platforms = Anything that works with SDL.NET (Windows, Linux)
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== Links ==
== Links ==


[http://exong.net/RL/download.php?platform=windows Download 0.1.3 (Windows)]; requires .NET Framework 4.0<br>
[http://exong.net/RL/download.php?platform=windows Download 0.1.4 (Windows)]; requires .NET Framework 4.0<br>
[http://exong.net/RL/download.php?platform=linux Download 0.1.3 (Linux)]; requires Mono<br>
[http://exong.net/RL/download.php?platform=linux Download 0.1.4 (Linux)]; requires Mono<br>
[http://exong.net/RL/forum Forums]<br>
[http://exong.net/RL/forum Forums]<br>
[http://legendofsiegfried.wordpress.com Development Blog]<br>
[http://legendofsiegfried.wordpress.com Development Blog]<br>
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== Changelog for 0.1.3 ==
== Changelog for 0.1.4 ==


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.
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.


  * Implemented basic magic/spell system
  * Added the bottomless dungeon
  * Added a new material
  * Added a number of Alchemy Ingredients
  * Added a new weapon prefix
  * Added 4 item types
  * Added 3 new weapon qualities
  * Added 5 artifacts
  * Added new monsters
  * Added item color highlighting based on rarity in item lists
  * Added intelligence attribute
  * Added 7 item enchantments
  * Added spellcraft skill
  * Added 2 item materials
  * Added a visual delay for projectile movement
  * Added 1 item quality
  * UI now shows character level and xp required for next level
  * Added capability to cancel "long" actions e.g., wearing or removing armor
  * Reworked item generation, also allowed non-mundane items to generate
  * Added amulets, 5 varieties
  * Reworked item prices
* Added goto on mouse click
  * Refactored relationship between entities and AI/controller
* Added autoexplore command
  * Refactored class hierarchy
* Added re-stocking to shops
  * Refactored event handling
* Added selling to shops
  * Many optimizations
  * Added inventory limitations
  * Fixed loading taking time in game
* Added settings configuration file, which is used for various preferences
  * Fixed random names generating three vowels in a row
* Added elemental resistance modifiers to various material types
  * Fixed an issue with international keyboards
* You can no longer wield a shield and bow at the same time
  * Fixed decriptions displaying names even when the observer is not aware of the object
* Made armor modifiers change the displayed protection values when inspecting an item
  * Fixed auto-targeting monsters which are not visible
  * Made agility affect speed
  * Fixed arrows displaying correctly when flying north/south
  * Factions may now make outcasts
 
  * Allowed viewing inventory from main screen, rather than having to view equipment first
  * Improved cave generation
  * Improved context sensitive movement to handle closed doors
  * Slight tweak to random name generation
  * Fixed a bug with item lists displays
  * Fixed a bug with pageable data line wrapping
  * Fixed a bug with projectiles modifiers not applying
  * Fixed a minor bug with awareness not updating correctly in some cases


== Features ==
== Features ==
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Possibly future features:
Possibly future features:
* Inventory restrictions (weight or size or some other criteria)
  * Item containers
  * Item containers
  * Inter-game interaction
  * Inter-game interaction

Revision as of 14:33, 28 July 2011

Legend of Siegfried
Alpha Project
Developer Xan
Theme Classic
Influences ADOM, JADE
Released 7/2/2011
Updated 7/28/2011
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 0.1.4 (Windows); requires .NET Framework 4.0
Download 0.1.4 (Linux); requires Mono
Forums
Development Blog
0.1.0 Gameplay video

Screenshots from 0.1.0

Overworld
Dungeon


Changelog for 0.1.4

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 the bottomless dungeon
* Added a number of Alchemy Ingredients
* Added 4 item types
* Added 5 artifacts
* Added item color highlighting based on rarity in item lists
* Added 7 item enchantments
* Added 2 item materials
* Added 1 item quality
* Added capability to cancel "long" actions e.g., wearing or removing armor
* Added amulets, 5 varieties
* Added goto on mouse click
* Added autoexplore command
* Added re-stocking to shops
* Added selling to shops
* Added inventory limitations
* Added settings configuration file, which is used for various preferences
* Added elemental resistance modifiers to various material types
* You can no longer wield a shield and bow at the same time
* Made armor modifiers change the displayed protection values when inspecting an item
* Made agility affect speed
* Factions may now make outcasts
* Allowed viewing inventory from main screen, rather than having to view equipment first
* Improved cave generation
* Improved context sensitive movement to handle closed doors
* Slight tweak to random name generation
* Fixed a bug with item lists displays
* Fixed a bug with pageable data line wrapping
* Fixed a bug with projectiles modifiers not applying
* Fixed a minor bug with awareness not updating correctly in some cases

Features

Currently implemented features:

* Basic magic/spell system
* 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:

* Item containers
* Inter-game interaction