Difference between revisions of "Numenfall"

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(Version 0.1.3 released)
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|developer = [[Xan]]
|developer = [[Xan]]
|released = 7/2/2011
|released = 7/2/2011
|updated = 7/13/2011
|updated = 7/20/2011
|language = [[C#]]
|language = [[C#]]
|platforms = Anything that works with SDL.NET (Windows, Linux)
|platforms = Anything that works with SDL.NET (Windows, Linux)
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== Links ==
== Links ==


[http://exong.net/RL/download.php?platform=windows Download 0.1.2 (Windows)]; requires .NET Framework 4.0<br>
[http://exong.net/RL/download.php?platform=windows Download 0.1.3 (Windows)]; requires .NET Framework 4.0<br>
[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 0.1.3 (Linux)]; requires Mono<br>
[http://exong.net/RL/forum Forums]<br>
[http://exong.net/RL/forum Forums]<br>
[http://legendofsiegfried.wordpress.com Development Blog]<br>
[http://legendofsiegfried.wordpress.com Development Blog]<br>
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== Changelog for 0.1.2 ==
== Changelog for 0.1.3 ==


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.
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
* Implemented basic magic/spell system
  * Added a new area, new creatures, new items
  * Added a new material
  * Added ranged combat, bows and arrows, and throwing
  * Added a new weapon prefix
  * Added tutorial mode (active when there is less than 3 highscore entires)
  * Added 3 new weapon qualities
  * Added multi-selection for item lists
  * Added new monsters
  * Added highscore list
  * Added intelligence attribute
  * Added random names for human settlements
  * Added spellcraft skill
  * Cloth items can now be burnt
  * Added a visual delay for projectile movement
* Improved verb recognition
  * UI now shows character level and xp required for next level
* Improved pathfinding for monsters
  * Reworked item generation, also allowed non-mundane items to generate
  * Improved handling of passed time in non-active areas
  * Reworked item prices
  * Reworked illumination from objects
  * Refactored relationship between entities and AI/controller
  * Reworked armor coverage
  * Refactored class hierarchy
* Starting attributes are now somewhat random
  * Refactored event handling
* Shopkeepers now actually receive the money for items bought
  * Many optimizations
* Shopkeepers now react when their items are damaged/destroyed
  * Fixed loading taking time in game
  * Abstracted renderer so that it is possible for the display to work with tiles as well as text
  * Fixed random names generating three vowels in a row
  * Improved pageable text to perform line-wrapping
  * Fixed an issue with international keyboards
  * Some optimizations
  * Fixed decriptions displaying names even when the observer is not aware of the object
* Added workaround keyboard buffering problems
  * Fixed auto-targeting monsters which are not visible
  * Fixed string input from allowing spaces at the beginning or end of input,
  * Fixed arrows displaying correctly when flying north/south
    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




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Currently implemented features:
Currently implemented features:
* Basic magic/spell system
  * Score keeping, and high score list
  * Score keeping, and high score list
  * Shops
  * Shops
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  * Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.
  * Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.
  * Weather patterns
  * Weather patterns
  * Multiple game modules (i.e., the engine supports loading different modules;  The Legend of Siegfried is one of these.)
  * Multiple game modules (i.e., the engine supports loading different modules;   
    The Legend of Siegfried is one of these.)
  * ...and more...
  * ...and more...



Revision as of 17:52, 20 July 2011

Legend of Siegfried
Alpha Project
Developer Xan
Theme Classic
Influences ADOM, JADE
Released 7/2/2011
Updated 7/20/2011
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 0.1.3 (Windows); requires .NET Framework 4.0
Download 0.1.3 (Linux); requires Mono
Forums
Development Blog
0.1.0 Gameplay video

Screenshots from 0.1.0

Overworld
Dungeon


Changelog for 0.1.3

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.

* Implemented basic magic/spell system
* Added a new material
* Added a new weapon prefix
* Added 3 new weapon qualities
* Added new monsters
* Added intelligence attribute
* Added spellcraft skill
* Added a visual delay for projectile movement
* UI now shows character level and xp required for next level
* Reworked item generation, also allowed non-mundane items to generate
* Reworked item prices
* Refactored relationship between entities and AI/controller
* Refactored class hierarchy
* Refactored event handling
* Many optimizations
* Fixed loading taking time in game
* Fixed random names generating three vowels in a row
* Fixed an issue with international keyboards
* Fixed decriptions displaying names even when the observer is not aware of the object
* Fixed auto-targeting monsters which are not visible
* Fixed arrows displaying correctly when flying north/south


Features

Currently implemented features:

* Basic magic/spell system
* 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