Difference between revisions of "Plutonium roguelike"

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{{gameinfo| name = Plutonium roguelike
{{gameinfo| name = Plutonium roguelike
|developer = [[Digal]]
|developer = [[Digal]]
|theme = [[Postnuclear]]
|influences = Fallout
|released = 20.09.2005
|released = 20.09.2005
|updated = 20.09.2005
|updated = 22.10.2005
|status = [[Alpha]] techdemo#0
|status = [[Alpha]] techdemo#1
|language = [[Java]]
|language = [[Java]]
|platforms = Java compatible
|platforms = Java compatible
|genre = [[Postnuclear sci-fi]]
|interface = [[ASCII]]
|interface = [[ASCII]]
|site = http://digal.dev.juga.ru
|site = http://digal.dev.juga.ru
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Project is in the beginning of development. What is done?  
Project is in the beginning of development. What is done?  
* Messaging and time systems.
* Messaging and time systems.
* Equipment and inventory systems.
* 360-degree FOV calculating algorithm.
* 360-degree FOV calculating algorithm.
* Unarmed combat system.
* Unarmed combat system.
Line 34: Line 36:
* Several dialog screens.
* Several dialog screens.
* XML parser for tiles and items.
* XML parser for tiles and items.
* Melee weapons.
* Close combat.
* Basic creatures' AI.
* Many basic Java classes.
* Many basic Java classes.


== Game related links ==
== Game related links ==

Revision as of 09:48, 22 October 2005

Plutonium roguelike
Developer Digal
Theme Postnuclear
Influences Fallout
Status Alpha techdemo#1
Released 20.09.2005
Updated 22.10.2005
Licensing {{{licensing}}}
P. Language Java
Platforms Java compatible
Interface ASCII
Game Length {{{length}}}
Official site of Plutonium roguelike


Plutonium roguelike (PtRL) is a post-nuclear traditional ASCII roguelike, being written on Java by Yuri Buyanov (Digal).

Features(planned)

  • Traditional ASCII interface.
  • Many outdoor maps: forests, plains, settlements, ruins, military bases. There will be dungeons too, of course.
  • Scifi roguelike specific interface: comfortable targetting system, informative FOV, etc.
  • XML format will be used to store information about items, creatures, and tiles.
  • Assymetric FOV: if you are standing behind the tree, you can see your enemies clearly, but it'll be hard for them to spot you. Maybe 90- or 180-degree FOV for monsters (and even for player) will be implemented.
  • Weapon modifications: silencers, scopes, etc.
  • Different close combat attacks: punches, kicks, combos.
  • Random quests, maybe.
  • Fully destructible enviroment.

And many other thigns...

Current stage

Project is in the beginning of development. What is done?

  • Messaging and time systems.
  • Equipment and inventory systems.
  • 360-degree FOV calculating algorithm.
  • Unarmed combat system.
  • Basic generation of a few map types (city/ruins, vault, forest).
  • Pathfinding algorightm.
  • Several dialog screens.
  • XML parser for tiles and items.
  • Melee weapons.
  • Close combat.
  • Basic creatures' AI.
  • Many basic Java classes.


Game related links

Homepage