Difference between revisions of "KleinRL"

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|licensing = [[Open source]]
|licensing = [[Open source]]
|interface = [[ASCII]], [[keyboard]]
|interface = [[ASCII]], [[keyboard]]
|length = short
|length = 20 seconds to 5 minutes
|site = http://sliekas.org/quendus/kleinrl.zip
|site = https://dl.dropboxusercontent.com/u/6433222/kleinrl.0.4.zip


}}
}}


KleinRL will be a 14DRL (having failed to be a [[7DRL]]) by Quendus. It should be released on the 24th of October 2010.
KleinRL is a 14DRL (having failed to be a [[7DRL]]) by Quendus. It was released on the 24th of October 2010 (Pacific time).
KleinRL is set on the surface of a [http://en.wikipedia.org/wiki/Klein_bottle Klein bottle], and has maze-like geography instead of rooms. Several of the actors in the game can ''pick up'' pieces of the wall and put them down again. The objectives might be randomised, and will include:
KleinRL is set on the surface of a [http://en.wikipedia.org/wiki/Klein_bottle Klein bottle], and has maze-like geography instead of rooms. Several of the actors in the game can ''pick up'' pieces of the wall and put them down again. The objectives are:
* not getting killed by the 2 relentless pursuers who start with better equipment than the player (in a map that's small even for a roguelike)
* not getting killed by the 2 relentless pursuers who start with better equipment than the player (in a map that's small even for a roguelike)
* possibly:
* tracking down and defeating an extreme coward
** tracking down and defeating an extreme coward
** preventing an extreme coward from getting eaten by a relentless pursuer


Inventories will be even smaller than in Angband (10 slots+equips), most items will be quite powerful, and enemies will use any nice items that they find discarded (no free destruction of objects).
Inventories are even smaller than in Angband (10 slots+equips), most items are quite powerful, and enemies will use any nice equipment that they find (no free destruction of objects, so you can't reliably keep items from them).
Features implemented:
Features implemented:
* Correct display of the player's locale
* Correct display of the player's locale
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* Movement, timing
* Movement, timing
* Moving pieces of wall around
* Moving pieces of wall around
* AI for movement
* Non-stupid AI for movement of important actors
* Combat system (will need balancing)
* Combat system (will need balancing)
* System of daemons to manage temporary effects
* System of daemons to manage temporary effects
* Some magic items/effects (a lot more to come)
* Magic items/effects
* Line of sight
* Line of sight
* AI for equipment management
* AI for equipment management
* Map memory
* Map memory
* Something resembling balance


Features not yet implemented:
Features not yet implemented:
* multiple ring slots
* multiple ring slots (never mind)
* non-stupid AI movement
* lack of lag
* balance


[http://sliekas.org/quendus/kleinrl.zip download most recent release]
[http://songseed.org/srd/kleinrl.0.4.zip download link]

Latest revision as of 16:22, 18 October 2013

KleinRL
Alpha Project
Developer Quendus
Theme Claustrophobia
Influences Crawl, Angband, DoomRL, TreasuRL
Released
Updated {{{updated}}}
Licensing Open source
P. Language Python
Platforms Windows, Linux, Mac OS
Interface ASCII, keyboard
Game Length 20 seconds to 5 minutes
Official site of KleinRL


KleinRL is a 14DRL (having failed to be a 7DRL) by Quendus. It was released on the 24th of October 2010 (Pacific time). KleinRL is set on the surface of a Klein bottle, and has maze-like geography instead of rooms. Several of the actors in the game can pick up pieces of the wall and put them down again. The objectives are:

  • not getting killed by the 2 relentless pursuers who start with better equipment than the player (in a map that's small even for a roguelike)
  • tracking down and defeating an extreme coward

Inventories are even smaller than in Angband (10 slots+equips), most items are quite powerful, and enemies will use any nice equipment that they find (no free destruction of objects, so you can't reliably keep items from them). Features implemented:

  • Correct display of the player's locale
  • Map generation
  • Movement, timing
  • Moving pieces of wall around
  • Non-stupid AI for movement of important actors
  • Combat system (will need balancing)
  • System of daemons to manage temporary effects
  • Magic items/effects
  • Line of sight
  • AI for equipment management
  • Map memory
  • Something resembling balance

Features not yet implemented:

  • multiple ring slots (never mind)
  • lack of lag

download link