Difference between revisions of "Middlecrest"

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* Non-trivial pathfinding and tracking modes (sight, scent)
* Non-trivial pathfinding and tracking modes (sight, scent)
* Magical items
* Magical items
* Time system
* Time and scheduling system
* FoV and LoS
* FoV and LoS



Revision as of 04:55, 11 October 2010

Middlecrest (working title)
Alpha Project
Developer Sean Brown
Theme Medieval Fantasy, Gothic Punk
Influences The Elder Scrolls, Dungeons and Dragons, Poison Elves
Released October 2010 (Alpha)
Updated
Licensing Shareware,
Open Source (BSD)
P. Language C, C++
Platforms Windows
Interface ASCII
Game Length
Official site of Middlecrest (working title)


About

Middlecrest is a gothic punk themed fantasy roguelike. Many of the fantasy elements are taken from low-fantasy, emphasizing real-world historical situations and analogues (for example, much of the society of Middlecrest is based on real-world medieval or Renaissance models, although shuffled around somewhat). Magic is present in the world, although it is rarer and magical beings and monsters operate more like their mythological counterparts, rather than like their high-fantasy (Tolkein, Dungeons and Dragons, etc.) versions. The gothic punk aspect refers to the "feel" of the world and is based on the modern punk-derived goth subculture and the Neo-Romantic (post-punk) world envisioned by Adam and the Ants in the video "Stand and Deliver". So, while the inhabitants of the world may wear tunics, cloaks, and breeches like medieval people did historically, it is also not uncommon to see characters in the game world wearing skull-studded belts, bat pendants, fishnets, leather jackets, and more modern buckled or laced leather boots than medieval styled calvary or animal-skin boots. If you've ever read the comic book Poison Elves (or seen the music video I referenced earlier), you will have a good idea of what I'm talking about. I imagine these people listening to the Misfits or Bauhaus, instead of the drum and lute stuff listening to in the Middle Ages HA! :P

Status and Road Map

Presently, the project is in a very early alpha stage (almost a pre-alpha, actually). Only basic functionality is implemented for only a minority of features. The things I plan on implementing in the near future are:

  • Completed magic system that incorporates both arcane and priestly magic. Right now only a portion of arcane magic is implemented.
  • Look command
  • Adding new monsters and spells
  • Implementing the experience system
  • Basic, core classes and then expanding it to other classes later
  • Non-trivial pathfinding and tracking modes (sight, scent)
  • Magical items
  • Time and scheduling system
  • FoV and LoS

Features

Here is a description of features that Middlecrest will eventually contain:

  • Freeform quest generator (including quests that aren't the traditional hack-n-slash style roguelike quests)
  • Item, spell, and class makers
  • Themed dungeon generators (examples: caves, dungeons, fortifications, ruins, etc.)
  • School based magic system
  • Weather system so that clothes will actually be an important aspect of the game to keep you warm, dry, etc.
  • Durability: items can break, excluding a few things, like rings, etc.
  • Ever-evolving game world: Events happen independently of you (or as a result of your actions). Suppose, you gain reputation with a noble family in a particular province. That province could be attacked by other nobles and, while you are adventuring in a ruin, a page finds you to inform you that the noble family needs your help to fight off the siege. Do you help? Can you get there in time? If the siege succeeds, you could find yourself back in that province with new rulers installed and no allies (since they were killed or driven away)! You could even be wanted dead since you were an ally of the previous rulers!
  • Advanced AI: characters and monsters will behave based on their needs (remember the Sims?) for more realistic interaction and behavior.
  • Softer permadeath features -- Don't worry! Permadeath is still there, looming, and ever-present. It's just that there are ways (although uncommon and very difficult) to get around death.

External Links

Middlecrest development blog Latest code release for Middlecrest