Difference between revisions of "Fame"

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|developer = [[User:Pbednaruk|Piotr Bednaruk]]
|developer = [[User:Pbednaruk|Piotr Bednaruk]]
|theme = Fantasy
|theme = Fantasy
|influences = [[ADOM]], [[Castle of the Winds]]
|influences = [[ADOM]]
|released = January 15, 2006
|released = January 15, 2006
|relver = 0.5.1
|relver = 0.5.1
|updated = Oct 12, 2015
|updated = Feb 12, 2019
|updver = 0.9.8
|updver = 0.9.17
|licensing = Freeware
|licensing = [[Freeware]], [[Closed source]]
|language = [[C++]]
|language = [[C++]]
|platforms = Windows, Linux
|platforms = Windows, Linux
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|site = http://sourceforge.net/projects/untitled-rpg
|site = http://sourceforge.net/projects/untitled-rpg
}}
}}
'''Fame''' (formerly known as '''Untitled''') is a classical, fantasy-themed roguelike based on 32x32 graphical tiles.
'''Fame''' (formerly known as '''Untitled''') is a classical, fantasy-themed, plot-oriented roguelike based on 32×32 graphical tiles (ASCII mode also implemented).


== Main Features ==
== Main Features ==
* Both random-generated and predefined locations are present in the game
* Strongly inspired by ADOM, which makes it belong (kind of) to the [[Hack]] family
* Other notable influences include [[Diablo]] (inventory system), [[Castle of the Winds]] (character tiles), Heroes of Might & Magic (user interface)
* Combines intuitive user interface (with drag&drop support in the inventory window) with flexibility and complexity known from the most famous roguelike games
* Combines intuitive user interface (with drag&drop support in the inventory window) with flexibility and complexity known from the most famous roguelike games
* No character classes or professions - you can create your hero from scratch and only your actions decide who you become (however, some attributes can still be chosen at the beginning)
* No character classes or professions - you can create your hero from scratch and only your actions decide who you become (however, some attributes can still be chosen at the beginning)
Line 24: Line 25:
* Although the game is currently fully playable, the storyline is far from being completed, because the author doesn't really want to create yet another "save the world" game!
* Although the game is currently fully playable, the storyline is far from being completed, because the author doesn't really want to create yet another "save the world" game!
* Game is available in Polish and English
* Game is available in Polish and English
* The game is using its own scripting language, U
* No elves :-)
* No elves :-)
* Some of other features: full-text dialogs, spells, trade system, alchemy, traps, ranged weapons, mining, smithing
* Some of other features: full-text dialogs, spells, trade system, alchemy, traps, ranged weapons, mining, crafting
* Notable features planned, but not implemented so far: building, digging for treasures
* Notable features planned, but not implemented so far: building, digging for treasures


== Development status and statistics ==
== Development Status and Statistics ==
The development started in 2000 and it's still ongoing. The game is currently playable, but not completed (is any roguelike ever completed, anyway?). So far, there are 38 monster types, 43 NPCs, over 280 items and 30 spells.
The development started in 2000 and it's still ongoing. The game is currently playable, but not completed (is any roguelike ever completed, anyway?). So far, there are 50 monster types, 66 unique NPCs, 32 common NPCs, over 330 items (including 14 artifacts and 64 special/unique items), 30 spells and 57 quests.
 
The world consists of 2500 location units (each contains 20x15=300 grid cells) plus potentially 2500 underground location units. Each location (a town, a dungeon level etc.) typically consists of 1 to 9 location units. Most of locations are randomly generated, some are partially or completely predefined. There are 2 bigger cities, several villages, 12 dungeons (including the Random Dungeon with 40 levels of increasing difficulty, re-generated every time the player visits a level). Additionally, several settlements are generated at random regions in the world.


== Requirements ==
== Requirements ==
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* In the Data/Game.ini file you can configure some stuff (switch language, enable OpenGL, change log preferences)
* In the Data/Game.ini file you can configure some stuff (switch language, enable OpenGL, change log preferences)
* You can press the '?' key (without Shift) during game to display the most important keyboard shortcuts. The complete list can be found in Docs/manual.pdf, along with a lot of other information
* You can press the '?' key (without Shift) during game to display the most important keyboard shortcuts. The complete list can be found in Docs/manual.pdf, along with a lot of other information
== Technical details ==
* Libraries used:
** IrrLite (a heavily modified version of the Irrlicht Engine)
** FreeType
** ZLib
* Renderers supported:
** DirectX 9.0c
** OpenGL
* Tools implemented:
** WorldEdit
** LGN (random name generator)
** Backup & release scripts
** Built-in utilities:
*** Location editor
*** GUISpy (to browse and debug GUI hierarchy)
*** Variable editor
*** QCTools (to edit locations in batch mode)
*** Verifier (to quickly check that the game world is loadable)
*** Unit test suites


== Downloads ==
== Downloads ==
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== External Links ==
== External Links ==
* [http://sourceforge.net/projects/untitled-rpg/ SourceForge entry]
* [http://sourceforge.net/projects/untitled-rpg/ SourceForge entry]
* [http://warsztat.gd/projects/untitled/media Warsztat entry (lots of screens)]


http://i.imgur.com/mevTRAO.jpg
http://i.imgur.com/mevTRAO.jpg
<br />
http://i.imgur.com/GW3zee9.jpg

Latest revision as of 19:47, 12 February 2019

Fame
Stable game
Developer Piotr Bednaruk
Theme Fantasy
Influences ADOM
Released January 15, 2006 (0.5.1)
Updated Feb 12, 2019 (0.9.17)
Licensing Freeware, Closed source
P. Language C++
Platforms Windows, Linux
Interface Graphical Tiles / ASCII, Mouse, Keyboard
Game Length ~12h
Official site of Fame


Fame (formerly known as Untitled) is a classical, fantasy-themed, plot-oriented roguelike based on 32×32 graphical tiles (ASCII mode also implemented).

Main Features

  • Strongly inspired by ADOM, which makes it belong (kind of) to the Hack family
  • Other notable influences include Diablo (inventory system), Castle of the Winds (character tiles), Heroes of Might & Magic (user interface)
  • Combines intuitive user interface (with drag&drop support in the inventory window) with flexibility and complexity known from the most famous roguelike games
  • No character classes or professions - you can create your hero from scratch and only your actions decide who you become (however, some attributes can still be chosen at the beginning)
  • Not based on any particular RPG system, realm or tile set
  • No annoyances known from classic roguelikes (stat-draining monsters, time-is-running-out story, do-it-in-the-correct-order quests)
  • Although the game is currently fully playable, the storyline is far from being completed, because the author doesn't really want to create yet another "save the world" game!
  • Game is available in Polish and English
  • No elves :-)
  • Some of other features: full-text dialogs, spells, trade system, alchemy, traps, ranged weapons, mining, crafting
  • Notable features planned, but not implemented so far: building, digging for treasures

Development Status and Statistics

The development started in 2000 and it's still ongoing. The game is currently playable, but not completed (is any roguelike ever completed, anyway?). So far, there are 50 monster types, 66 unique NPCs, 32 common NPCs, over 330 items (including 14 artifacts and 64 special/unique items), 30 spells and 57 quests.

The world consists of 2500 location units (each contains 20x15=300 grid cells) plus potentially 2500 underground location units. Each location (a town, a dungeon level etc.) typically consists of 1 to 9 location units. Most of locations are randomly generated, some are partially or completely predefined. There are 2 bigger cities, several villages, 12 dungeons (including the Random Dungeon with 40 levels of increasing difficulty, re-generated every time the player visits a level). Additionally, several settlements are generated at random regions in the world.

Requirements

  • Windows XP or Linux

Tips

  • To install the game, just unpack the archive. No external libraries are required except for DirectX 9.0 or OpenGL
  • In the Data/Game.ini file you can configure some stuff (switch language, enable OpenGL, change log preferences)
  • You can press the '?' key (without Shift) during game to display the most important keyboard shortcuts. The complete list can be found in Docs/manual.pdf, along with a lot of other information

Downloads

External Links

mevTRAO.jpg
GW3zee9.jpg