Difference between revisions of "Umbrarum Regnum"
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|updated = as often as possible ;) | |updated = as often as possible ;) | ||
|licensing = Mingos' personal use ;) | |licensing = Mingos' personal use ;) | ||
|language = C | |language = C/C++ | ||
|platforms = Windows | |platforms = Windows | ||
|interface = True Colour custom [[ascii|ASCII]] set | |interface = True Colour custom [[ascii|ASCII]] set | ||
|site = http:// | |site = http://umbrarumregnum.110mb.com | ||
|length = unknown | |length = unknown | ||
}} | }} |
Revision as of 08:30, 11 August 2008
Umbrarum Regnum | |
---|---|
Alpha Project | |
Developer | Mingos |
Theme | Fantasy |
Influences | ADoM, Betrayal at Krondor |
Released | not released yet |
Updated | as often as possible ;) |
Licensing | Mingos' personal use ;) |
P. Language | C/C++ |
Platforms | Windows |
Interface | True Colour custom ASCII set |
Game Length | unknown |
Official site of Umbrarum Regnum |
Umbrarum Regnum is a roguelike game in an early phase of development, still unplayable. It is set in a classic fantasy world. It's an overambitious project, probably bound to be vapourware. It initially was supposed to feature a complicated magick system, detailed and realistic combat, political and commercial interactions between different kingdoms, etc. At the moment, none of this is implemented yet. But at least it looks neat :).
Features
Most important features implemented so far are:
- UI (True Colour ASCII console emulator powered by TCODlib, written and developed by Jice)
- Multiple resolution support (from 640x480 to 1024x768)
- pregenerated overworld with different terrains and 49 settlements
- random map generators (wilderness tiles, dungeons, caves, perfect or partially braided labyrinths and towns)
- savegame read/write
- fast pathfinding
- plenty of races, professions and skills (useless at the moment, since there's no gameplay yet)
To Do List
- monsters
- combat
- NPCs
- items & inventories
- quests & the plot
- magick
- all the cool features that look so great on paper and are so difficult to implement at this stage :)