Difference between revisions of "Plutonium roguelike"
Jump to navigation
Jump to search
m ((current stage update)) |
|||
Line 15: | Line 15: | ||
==Current stage== | ==Current stage== | ||
Project is in the beginning of development. What is done? | Project is in the beginning of development. What is done? | ||
* Messaging and time systems | |||
* 360-degree FOV calculating algorithm. | * 360-degree FOV calculating algorithm. | ||
* Unarmed combat system | |||
* Basic generation of a few map types (city/ruins, vault, forest). | * Basic generation of a few map types (city/ruins, vault, forest). | ||
* Pathfinding algorightm. | * Pathfinding algorightm. |
Revision as of 19:43, 20 September 2005
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 thigns...
Current stage
Project is in the beginning of development. What is done?
- Messaging and time 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.
- Many basic Java classes.