Difference between revisions of "Numenfall"
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[http://exong.net/RL/download.php?platform=linux Download 0.1.2 (Linux)]; requires Mono<br> | [http://exong.net/RL/download.php?platform=linux Download 0.1.2 (Linux)]; requires Mono<br> | ||
[http://exong.net/RL/forum Forums]<br> | [http://exong.net/RL/forum Forums]<br> | ||
[http:// | [http://legendofsiegfried.wordpress.com Development Blog]<br> | ||
[http://exong.net/RL/20110703_1631_46.zip 0.1.0 Gameplay video] | [http://exong.net/RL/20110703_1631_46.zip 0.1.0 Gameplay video] | ||
== Screenshots from 0.1.0 == | == Screenshots from 0.1.0 == |
Revision as of 20:46, 13 July 2011
Legend of Siegfried | |
---|---|
Alpha Project | |
Developer | Xan |
Theme | Classic |
Influences | ADOM, JADE |
Released | 7/2/2011 |
Updated | 7/13/2011 |
Licensing | Open source |
P. Language | C# |
Platforms | Anything that works with SDL.NET (Windows, Linux) |
Interface | ASCII, Keyboard |
Game Length | Indefinite, nunc |
[Forums Official site of Legend of Siegfried] |
Links
Download 0.1.2 (Windows); requires .NET Framework 4.0
Download 0.1.2 (Linux); requires Mono
Forums
Development Blog
0.1.0 Gameplay video
Screenshots from 0.1.0
Changelog for 0.1.2
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.
* Added a new dungeon type * Added a new area, new creatures, new items * Added ranged combat, bows and arrows, and throwing * Added tutorial mode (active when there is less than 3 highscore entires) * Added multi-selection for item lists * Added highscore list * Added random names for human settlements * Cloth items can now be burnt * Improved verb recognition * Improved pathfinding for monsters * Improved handling of passed time in non-active areas * Reworked illumination from objects * Reworked armor coverage * Starting attributes are now somewhat random * Shopkeepers now actually receive the money for items bought * Shopkeepers now react when their items are damaged/destroyed * Abstracted renderer so that it is possible for the display to work with tiles as well as text * Improved pageable text to perform line-wrapping * Some optimizations * Added workaround keyboard buffering problems * Fixed string input from allowing spaces at the beginning or end of input, and also disallowed multiple spaces in the middle * Fixed a bug with the screen not updating when you rest on the overworld map * Fixed activating items taking no time * Fixed sorting of equipment view list * Fixed a mistake with watchmen equipment * Fixed some bugs with projectiles and AoE projections * Fixed a bug with plural names displaying incorrectly after loading * Fixed a bug with saving faction relationships * Fixed a bug with pageable data
Features
Currently implemented features:
* Score keeping, and high score list * Shops * Basic settlements * Field of view and light sources * Random world generation * A small selection of items and monsters * Several dungeon environments * Basic melee and missile combat * Basic weapon skills and a few non-combat skills, with a basic training framework * Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well * Pre-set quests * Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places * Multiple damage types * Natural weapons and special effects (e.g., rats can transmit disease through their bite) * Monsters are the same type of game entity as the player, and wield weapons, use items, etc. * Random item generation * Extremely extensible property-driven event system * Advanced and descriptive messages with dynamic grammar system * Various senses (sight, hearing, etc.) for different perceivable things * Time of day, i.e., day/night cycle with varying visibility * Saving/Loading * Abstract goal-based AI for monsters and NPCs * Various dungeon features (doors, decorations, etc.) * Materials and qualities for items * Many state modifiers (poison, diseases, bleeding, etc.) * 19 types of terrain * Customizable interface and keybindings
Planned features:
* Races and backgrounds/classes * Monster and item descriptions, memory * Hundreds of items and creatures * Many different locations, dungeons, complexes, etc. * Diverse effects for different weapon types and styles * Many, many skills * Activatable items, skills, and powers * Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc. * Weather patterns * Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.) * ...and more...
Possibly future features:
* Inventory restrictions (weight or size or some other criteria) * Item containers * Inter-game interaction