Difference between revisions of "Rayel"

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{{game-beta| name = Rayel
{{game-beta| name = Rayel
|developer = Anfeir
|developer = Anfeir
|theme = Fantasy
|theme = [[Fantasy]]
|influences = Daggerfall, ADOM, ArcticMUD
|influences = Daggerfall, [[ADOM]], ArcticMUD
|released = 05.03.2010
|released = Mar 5, 2010
|updated = 15.03.2010
|updated = Sep 7, 2022
|licensing = [[Freeware]],<br/>[[Closed Source]]
|licensing = [[Freeware]], [[Closed Source]]
|language = C++
|language = [[Cpp|C++]]
|platforms = Windows
|platforms = [[Windows]] [[Android]]
|interface = ASCII - Keyboard, Mouse
|interface = [[Tiles]], [[Keyboard]], [[Mouse]]
|length = 100+ hours
|length = 50+ hours
|site = http://anfeir.ter12.ru/rayel.htm
|site = none yet
}}
}}


Rayel is a single-player role playing game similar to a rogue-like.
Rayel is a single-player roguelike game for desktop and mobile.
The game world is predefined and almost static: all the areas, dungeons, most of
== Features ==
item properties.


The plot: A character comes to the world that is completely new to him. He knows
* The game is currently in demo stage.
nothing about it. How should he behalf and what to do - it's all up to him.


0.1.1: added the ability to increase game field width.
== World ==
0.1.2: small bugfix release.
* The big and fully active world.
* Variety of the world: dungeons, plains, forests, steppes, swamps, deserts, seas, isles, rivers (with underwater part), mountains, castles, temples, towers, towns (plains, forest, underground, mountain), ruins, ancient misty constructions.
* No strict bound between locations. There are some areas which extend over the significant map part.
* No strict levels/floors division: in any place of the map you can encounter an ascending, descending or stairs. Many corridors lead very far away.
* Hidden and locked passages.




'''Some of already implemented game features:'''
== Current Version (0.7.3.5 demo) ==


* The big and fully active world. Although, not random.
* some bugfixes
* Variety of the world: dungeons, plains, forests, steppes, swamps, deserts, seas, isles, rivers (with underwater part), mountains, castles, temples, towers, towns (plains, forest, underground, mountain), ruins, ancient misty constructions and areas, many of them are quite not easy to find. Different areas and different parts of one area can be settled very differently.
* World: no strict bound between locations. There are some areas which extend over the significant map part.
* World: no strict levels/floors division: in any place of the map you can encounter an ascending, descending or stairs. Many corridors lead very far away.
* World: Hidden and locked passages. Hint: there's no sense in tapping and touching every wall in every area.
* Pseudo real-time actions: every action and movements takes some time, has the beginning and the end, and everything can happen during this period.
* The large variety of monsters, items and other objects. The significant part of experienced monsters (capital 'letters') can be met only outside the well-known region of map.
* Different types of non-item objects: signposts, traps, fountains, plants, levers, caches.
* 12 unique classes, every of them has its own set of skills and spells, besides the common skills and spells. The significant part of them are accessible only after gaining a particular level.
* There are some spells, effects of which can vary depending on caster's power (mostly his intelligence).
* Monsters have almost the same set of attributes that the main character, they can use weapons and other items.
* There are some new made-up monster types (although it can be even disadvantage for someone).
* One the same monster type can be of different professions.
* Monsters, especially experienced, can have large variety of skills and spells, depending on their races and classes, which they use.
* Skills: real raising, without manual raising.
* Large variety of temporary monster effects. Miscellaneous buffs, weaknesses, diseases, venoms, curses etc...
* Communication, although primitive now. Random quests with different difficulty degrees, in the addition of the plot with several branches.
* AI: not bad base, though half-inactive. Complex behavior of monsters is planned for the future, after version 0.1 gains more stability. In general, most of monsters don't care who are standing before them - the player character or any other enemy or friend.
* Missiles (and some spell effects) are flying in the real-time. Some classes have ability to gain amazing speed and overrun them.
* Not bad (imho) interface. Flexible settings of quick movements, autorunning along the long plains roads.
* Program performance: it was formerly planned to work almost with 16 Mb RAM. It is not quite important now, but it allows to ignore high performance peaks and it allows to use the reserve performance in the future: e.g., make a global invasion of giant humanlike robots.
* Internationalization support: full Russian and English versions.


Available for Windows and Android (arm v7a).


--[[User:Anfeir|Anfeir]] 12:57, 11 March 2010 (UTC)
'''[https://drive.google.com/drive/folders/1Cx2LTj5zZdsvURn_nQI3wjwbdClwCiXi?usp=sharing Download Rayel 0.7 demo]'''
 
 
 
== Previous versions ==
* Rayel 0.1 released in 2010. Enormous and rather empty world, yet the game is fully playable, although lacks of lyrics and game knowledge sources.
* 0.2 was an attempt to develop it further, but was abandoned - too much was to be changed
* 0.3 was a completely new project, a huge 3d ascii map where you can climb to the roof, see birds shadows on the ground, dig whereever, etc. That approach was cool and will be used under some future projects, but not in Rayel anymore
* 0.4-0.6 were more attempts of creating a non-trivial world, cell and room based, inspired by MUDs.
Those all resulted in the current approach, under 0.7 version. It has been developed for nearly a year now from scratch, so it is quite young.

Latest revision as of 17:26, 8 September 2022

Rayel
Beta Project
Developer Anfeir
Theme Fantasy
Influences Daggerfall, ADOM, ArcticMUD
Released Mar 5, 2010
Updated Sep 7, 2022
Licensing Freeware, Closed Source
P. Language C++
Platforms Windows Android
Interface Tiles, Keyboard, Mouse
Game Length 50+ hours
[none yet Official site of Rayel]


Rayel is a single-player roguelike game for desktop and mobile.

Features

  • The game is currently in demo stage.

World

  • The big and fully active world.
  • Variety of the world: dungeons, plains, forests, steppes, swamps, deserts, seas, isles, rivers (with underwater part), mountains, castles, temples, towers, towns (plains, forest, underground, mountain), ruins, ancient misty constructions.
  • No strict bound between locations. There are some areas which extend over the significant map part.
  • No strict levels/floors division: in any place of the map you can encounter an ascending, descending or stairs. Many corridors lead very far away.
  • Hidden and locked passages.


Current Version (0.7.3.5 demo)

  • some bugfixes

Available for Windows and Android (arm v7a).

Download Rayel 0.7 demo


Previous versions

  • Rayel 0.1 released in 2010. Enormous and rather empty world, yet the game is fully playable, although lacks of lyrics and game knowledge sources.
  • 0.2 was an attempt to develop it further, but was abandoned - too much was to be changed
  • 0.3 was a completely new project, a huge 3d ascii map where you can climb to the roof, see birds shadows on the ground, dig whereever, etc. That approach was cool and will be used under some future projects, but not in Rayel anymore
  • 0.4-0.6 were more attempts of creating a non-trivial world, cell and room based, inspired by MUDs.

Those all resulted in the current approach, under 0.7 version. It has been developed for nearly a year now from scratch, so it is quite young.