Difference between revisions of "Roguelike gcs"

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|platforms = [[Linux]], [[Windows]], [[Mac OS]]
|platforms = [[Linux]], [[Windows]], [[Mac OS]]
|interface = Keyboard
|interface = Keyboard
|site = http://oculos.co.uk
|site = http://www.roguelike-gcs.co.uk
|length = variable
|length = variable
}}
}}
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* Custom char set editor
* Custom char set editor
* Main editor (load/save)
* Main editor (load/save)
* Item, Effect template editor, Tile editor, Object editor
* Item, Effect, Race template editor, Tile editor, Object editor
* Text editor
* Text editor
* Flood fill
* Flood fill
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==In development (Editor) ==
==In development (Editor) ==
* Race, Creature template editor
* Creature template editor
* Random loot generator editor
* Random loot generator editor


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}
}
</pre>
</pre>
==Screenshot==
[http://www.oculos.co.uk/show.bmp http://www.oculos.co.uk/show.bmp]

Revision as of 22:18, 9 February 2010

roguelike gcs
Talkie-Talkie Project
Developer Marcel Woods
Theme variable
Influences Rogue
Licensing Unknown
P. Language C++
Platforms Linux, Windows, Mac OS
Interface Keyboard
Game Length variable
Official site of roguelike gcs


Roguelike GCS is a toolset used for making roguelike adventures; it includes a scripting language, and a random dungeon generator.

Working

  • Rogue style graphics (emulated code page 437, 14x8)
  • Custom char set editor
  • Main editor (load/save)
  • Item, Effect, Race template editor, Tile editor, Object editor
  • Text editor
  • Flood fill

In development (Play System)

  • Dungeon generator with option to randomize around some preset aspects
  • Scripting support for objects, items, creatures, and effects

In development (Editor)

  • Creature template editor
  • Random loot generator editor

Planned future features

  • Per pixel field of view
  • High resolution, multi-coloured tiles with editor
  • MP3, Wav (etc) sound support
  • Built-in shop support
  • Auto managed item price system

Scripting language example

begin()
{
	my_variable1 = 0;
	myfunction(&my_variable1);

        my_variable2 = "Hello world! ";

        my_variable3 = my_variable2 + my_variable1; // now contains "Hello world! 0"

	my_variable3 = new object;
	SetObjProp(my_variable3, 0, 1);

        my_variable4 = GetTileAtYX(0, 0); // my_variable4 is now an internal reference to a game object
        my_variable4 = GetObjOfTile(my_variable4);
	my_variable4 = GetTileOfObj(my_variable4);

        my_variable4 = GetObjAtYX(0, 0);
        my_variable4 = GetTileAtYX(0, 0);
	my_variable4 = GetObjByTag("OBJ1");
	my_variable4 = GetTileOfObjByTag("OBJ1");

        DestroyObj(my_variable4);

	for (i = GetFirstItem(_Caller); i; i = GetNextItem(_Caller))
	{
		a = GetItemProp(i, 0);

		if (!a) SetItemProp(i, 0, 1);

		DestroyItem(i);
	}
}