Numenfall

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Revision as of 17:52, 20 July 2011 by Xan (talk | contribs) (Version 0.1.3 released)
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Legend of Siegfried
Alpha Project
Developer Xan
Theme Classic
Influences ADOM, JADE
Released 7/2/2011
Updated 7/20/2011
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 0.1.3 (Windows); requires .NET Framework 4.0
Download 0.1.3 (Linux); requires Mono
Forums
Development Blog
0.1.0 Gameplay video

Screenshots from 0.1.0

Overworld
Dungeon


Changelog for 0.1.3

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 a new material
* Added a new weapon prefix
* Added 3 new weapon qualities
* Added new monsters
* Added intelligence attribute
* Added spellcraft skill
* Added a visual delay for projectile movement
* UI now shows character level and xp required for next level
* Reworked item generation, also allowed non-mundane items to generate
* Reworked item prices
* Refactored relationship between entities and AI/controller
* Refactored class hierarchy
* Refactored event handling
* Many optimizations
* Fixed loading taking time in game
* Fixed random names generating three vowels in a row
* Fixed an issue with international keyboards
* Fixed decriptions displaying names even when the observer is not aware of the object
* Fixed auto-targeting monsters which are not visible
* Fixed arrows displaying correctly when flying north/south


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:

* Inventory restrictions (weight or size or some other criteria)
* Item containers
* Inter-game interaction