Difference between revisions of "Numenfall"

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|developer = [[Xan]]
|developer = [[Xan]]
|released = 7/02/2011
|released = 7/02/2011
|updated = 4/20/2016
|updated = 6/8/2016
|language = [[Csharp|C#]]
|language = [[Csharp|C#]]
|platforms = Windows, Linux
|platforms = Windows, Linux
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Requires .NET Framework 4.0 or Mono with support for .NET 4.0
Requires .NET Framework 4.0 or Mono with support for .NET 4.0


[http://exong.net/RL/download.php?music=yes Download 0.3.7 (Music)]<br>
[http://exong.net/RL/download.php?music=yes Download 0.3.7.1 (Music)]<br>
[http://exong.net/RL/download.php?music=no Download 0.3.7 (Without music)]<br>
[http://exong.net/RL/download.php?music=no Download 0.3.7.1 (Without music)]<br>
[http://exong.net/RL/forum Forums]<br>
[http://exong.net/RL/forum Forums]<br>
[http://exong.net/RL/blog Development Blog]<br>
[http://exong.net/RL/blog Development Blog]<br>

Revision as of 21:11, 8 June 2016

Numenfall
Beta Project
Developer Xan
Theme Classic
Influences ADOM, JADE, Incursion, Ragnarok, ToME
Released 7/02/2011
Updated 6/8/2016
Licensing closed source
P. Language C#
Platforms Windows, Linux
Interface ASCII, Tiles, Keyboard, Mouse
Game Length ~2 hours
[Forums Official site of Numenfall]


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

Requires .NET Framework 4.0 or Mono with support for .NET 4.0

Download 0.3.7.1 (Music)
Download 0.3.7.1 (Without music)
Forums
Development Blog

* Graphical tiles are no longer currently fully supported

Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.

How to report a crash (on windows): run Event Viewer (should show up if you type “Event Viewer” into the start menu search bar), and navigate to ‘Windows Logs’ -> ‘Application’. Look for an error with the ‘Source’ being “.NET runtime” around the time you ran it. Copy the info from the general tab, and also in the details tab, there should be some EventData listed; just copy that as well and post all that information either in the release thread or a new thread on the forum. Also check 'kernel.log' in the game directory for any additional error information.

Changelog for 0.3.7

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. Known issue: the game will sometimes crash on exit; I believe this is due to a recent Monogame update.

* Add some in-game lore
* Add new content (locations, items, enemies, etc.)
* Add gems and metals
* Add new base features
* Add many herbs
* Add new events
* Add base upgrades
* Improve room templates (allow static templates to be procedurally resized)
* Make herbs grow on the overworld area
* Rework character generation
* Added error reporting system

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
  • Activatable items, skills, and powers
  • 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 and dungeon generation
  • Various dungeon features (doors, decorations, etc.)
  • Materials and qualities for items
  • Many state modifiers (poison, diseases, bleeding, etc.)
  • Many types of terrain
  • Weather patterns
  • Customizable interface and keybindings
  • Item containers

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
  • Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.
  • Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)
  • ...and more...

Possibly future features:

  • Inter-game interaction