Difference between revisions of "PerlRL"

From RogueBasin
Jump to navigation Jump to search
 
m
Line 22: Line 22:
* Flexible, polished UI
* Flexible, polished UI
* Curses interface for now, maybe graphical eventually
* Curses interface for now, maybe graphical eventually
* Powerful event/reaction system allowing for nethack-style unique cases in a
* Powerful event/reaction system allowing for nethack-style unique cases in a cleanly designed, yet flexible way
  cleanly designed, yet flexible way
* A standard library with default actions for characters and items
* A standard library with default actions for characters and items
* Interesting dungeon generation
* Interesting dungeon generation
* Static game content can be specified in human-readable text files
* Static game content can be specified in human-readable text files
* Basic AI
* Basic AI
* A resimulation mode that will eventually allow for movies of gameplay to
* A resimulation mode that will eventually allow for movies of gameplay to easily be recorded and shared
  easily be recorded and shared
* Basic LOS
* Basic LOS
* Very flexible camera engine (near-edge scrolling or constant centering)
* Very flexible camera engine (near-edge scrolling or constant centering)
* Extremely powerful serialization support which stores only the unique data of
* Extremely powerful serialization support which stores only the unique data of objects and handles the reference web cleanly
  objects and handles the reference web cleanly
* Decent results on a low-end machine (500Mhz, 128MB RAM)
* Decent results on a low-end machine (500Mhz, 128MB RAM)

Revision as of 02:04, 14 August 2006

About

PerlRL is Da-Breegster's roguelike engine. The language of implementation is made evident by the name, which will be changed eventually. It was started around July of 2005 and is actively developed to this day. The engine is stable enough to create a game (see EmotionRL), but many changes are still forthcoming.

A tarball with EmotionRL can be found at [1], though it's slightly outdated. The latest and greatest code of the engine and EmotionRL can be attained with svn: svn checkout http://assilem.org/breegrl/trunk perlrl. Note that the intro story is disabled by default in the latter's emotionrl.pl, but it can easily be enabled by passing --intro to the script.

Games

Two games have been made with PerlRL. Well, one. EmotionRL was the first, and HalloweenRL (tentatively titled It's Almost Midnight) will be the second.

Features

  • Unique object system with data inheritance
  • Flexible, polished UI
  • Curses interface for now, maybe graphical eventually
  • Powerful event/reaction system allowing for nethack-style unique cases in a cleanly designed, yet flexible way
  • A standard library with default actions for characters and items
  • Interesting dungeon generation
  • Static game content can be specified in human-readable text files
  • Basic AI
  • A resimulation mode that will eventually allow for movies of gameplay to easily be recorded and shared
  • Basic LOS
  • Very flexible camera engine (near-edge scrolling or constant centering)
  • Extremely powerful serialization support which stores only the unique data of objects and handles the reference web cleanly
  • Decent results on a low-end machine (500Mhz, 128MB RAM)