Difference between revisions of "KleinRL"
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{{game- | {{game-alpha| name = KleinRL | ||
|developer = Quendus | |developer = Quendus | ||
|theme = Claustrophobia | |theme = Claustrophobia | ||
|influences = [[Crawl]], [[Angband]], [[DoomRL]] | |influences = [[Crawl]], [[Angband]], [[DoomRL]], [[TreasuRL]] | ||
|language = [[Python]] | |language = [[Python]] | ||
|platforms = [[Windows]], [[Linux]], [[Mac OS]] | |platforms = [[Windows]], [[Linux]], [[Mac OS]] | ||
|released = | |released = | ||
|licensing = [[Open source]] | |licensing = [[Open source]] | ||
|interface = [[ASCII]], [[keyboard]] | |interface = [[ASCII]], [[keyboard]] | ||
|length = | |length = 20 seconds to 5 minutes | ||
|site = | |site = https://dl.dropboxusercontent.com/u/6433222/kleinrl.0.4.zip | ||
}} | }} | ||
KleinRL | KleinRL is a 14DRL (having failed to be a [[7DRL]]) by Quendus. It was released on the 24th of October 2010 (Pacific time). | ||
KleinRL is set on the surface of a [http://en.wikipedia.org/wiki/Klein_bottle Klein bottle], and has maze-like geography instead of rooms. Several of the actors in the game can ''pick up'' pieces of the wall and put them down again. The objectives | KleinRL is set on the surface of a [http://en.wikipedia.org/wiki/Klein_bottle Klein bottle], and has maze-like geography instead of rooms. Several of the actors in the game can ''pick up'' pieces of the wall and put them down again. The objectives are: | ||
* not getting killed by the 2 relentless pursuers who start with better equipment than the player (in a map that's small even for a roguelike) | * not getting killed by the 2 relentless pursuers who start with better equipment than the player (in a map that's small even for a roguelike) | ||
* tracking down and defeating an extreme coward | |||
Inventories | Inventories are even smaller than in Angband (10 slots+equips), most items are quite powerful, and enemies will use any nice equipment that they find (no free destruction of objects, so you can't reliably keep items from them). | ||
Features implemented: | Features implemented: | ||
* Correct display of the player's locale | * Correct display of the player's locale | ||
Line 27: | Line 24: | ||
* Movement, timing | * Movement, timing | ||
* Moving pieces of wall around | * Moving pieces of wall around | ||
* AI for movement ( | * Non-stupid AI for movement of important actors | ||
* | * Combat system (will need balancing) | ||
* System of daemons to manage temporary effects | |||
* Magic items/effects | |||
* Line of sight | |||
* AI for equipment management | |||
* Map memory | |||
* Something resembling balance | |||
Features not yet implemented: | Features not yet implemented: | ||
* | * multiple ring slots (never mind) | ||
* lack of lag | |||
* | |||
[http:// | [http://songseed.org/srd/kleinrl.0.4.zip download link] |
Latest revision as of 16:22, 18 October 2013
KleinRL | |
---|---|
Alpha Project | |
Developer | Quendus |
Theme | Claustrophobia |
Influences | Crawl, Angband, DoomRL, TreasuRL |
Released | |
Updated | {{{updated}}} |
Licensing | Open source |
P. Language | Python |
Platforms | Windows, Linux, Mac OS |
Interface | ASCII, keyboard |
Game Length | 20 seconds to 5 minutes |
Official site of KleinRL |
KleinRL is a 14DRL (having failed to be a 7DRL) by Quendus. It was released on the 24th of October 2010 (Pacific time). KleinRL is set on the surface of a Klein bottle, and has maze-like geography instead of rooms. Several of the actors in the game can pick up pieces of the wall and put them down again. The objectives are:
- not getting killed by the 2 relentless pursuers who start with better equipment than the player (in a map that's small even for a roguelike)
- tracking down and defeating an extreme coward
Inventories are even smaller than in Angband (10 slots+equips), most items are quite powerful, and enemies will use any nice equipment that they find (no free destruction of objects, so you can't reliably keep items from them). Features implemented:
- Correct display of the player's locale
- Map generation
- Movement, timing
- Moving pieces of wall around
- Non-stupid AI for movement of important actors
- Combat system (will need balancing)
- System of daemons to manage temporary effects
- Magic items/effects
- Line of sight
- AI for equipment management
- Map memory
- Something resembling balance
Features not yet implemented:
- multiple ring slots (never mind)
- lack of lag