Difference between revisions of "Plutonium roguelike"

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{{game-alpha| name = Plutonium roguelike
{{game-defunct| name = Plutonium roguelike
|developer = [[Digal]]
|developer = [[Digal]]
|theme = [[Postnuclear]]
|theme = [[Postnuclear]]
|influences = Fallout
|influences = Fallout
|released = 20.09.2005
|released = 2005 Sep 20
|updated = 14.01.2006
|updated = 2011 Nov 1
|status = [[Alpha]] techdemo#2
|licensing=
|language = [[Java]]
|language = [[Java]]
|platforms = Java compatible
|platforms = Java compatible
|interface = [[ASCII]]
|interface = [[ASCII]]
|site = http://plutonium.rlgclub.ru/
|site = https://github.com/digal/ptrl
|length =
}}
}}


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* Weapon modifications: silencers, scopes, etc.
* Weapon modifications: silencers, scopes, etc.
* Different close combat attacks: punches, kicks, combos.
* Different close combat attacks: punches, kicks, combos.
* Random [[Quest | quests]], maybe.
* Random [[quests]], maybe.
* Fully destructible enviroment.
* Fully destructible enviroment.
And many other things...
And many other things...
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== Game related links ==
== Game related links ==
[http://plutonium.rlgclub.ru/ Homepage]
[https://github.com/digal/ptrl Github page]

Latest revision as of 07:37, 3 August 2014

Plutonium roguelike
Defunct Game
Developer Digal
Theme Postnuclear
Influences Fallout
Released 2005 Sep 20 ({{{relver}}})
Updated 2011 Nov 1 ({{{updver}}})
Licensing
P. Language Java
Platforms Java compatible
Interface ASCII
Game 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 things...

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.
  • Ranged attacks and weapons.
  • Different types of ammo.

Game related links

Github page