Difference between revisions of "Middlecrest"

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* Basic, core classes and then expanding it to other classes later
* Basic, core classes and then expanding it to other classes later
* Non-trivial pathfinding and tracking modes (sight, scent)
* Non-trivial pathfinding and tracking modes (sight, scent)
* Magical items
* <s>Magical items with elemental effects</s>
* Time and scheduling system
* Time and scheduling system
* FoV and LoS
* FoV and LoS

Revision as of 07:51, 14 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 Oct 13, 2010 (v0.0.76)
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, much like characters in the comic book Poison Elves (or the music video I referenced earlier). I imagine these people listening to the Misfits or Bauhaus, instead of the drum and lute stuff of the Middle Ages HA! :P

Characters start out as commoners or outside the norms of society, to emphasize the 'punk' theme (much in the way that characters in cyberpunk novels are never the elite of society, or are outcasts). If a character is part of a higher social class (like knights, for example, which is a class in the game) they are disenfranchised at the beginning (and may regain their previous status).

Technologies

Middlecrest is programmed in C and C++ and makes use of SQLite for much of its game data. It incorporates other libraries, such as Boost.

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 with elemental effects
  • 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.

Version Log

  • v0.0.71 - Demo: dungeon generation, monster, and item generation, inventory, movement, picking up items, dropping items, equipping items, searching, basic combat (magical and mundane), minimal monster AI, basic database capabilities.
  • v0.0.76 (current) - Updated C++ Boost library to v1.44, corrected database bugs, added basic item effects, implemented damage resistances vs. spells, and updated attack calculations.

External Links

Middlecrest development blog

Latest code release for Middlecrest