Difference between revisions of "Magog"
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|developer = [[Risto Saarelma]] | |developer = [[Risto Saarelma]] | ||
|theme = fantasy | |theme = fantasy | ||
|influences = | |influences = | ||
|released = | |released = | ||
|updated = | |updated = | ||
|licensing = | |licensing = [[GPL]] | ||
|language = [[ | |language = [[Rust]] | ||
|platforms = [[Linux]], [[Windows]] | |platforms = [[Linux]], [[Windows]] | ||
|interface = Tiles | |interface = Tiles | ||
|site = https://github.com/rsaarelm/magog | |site = https://github.com/rsaarelm/magog | ||
}} | }} | ||
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== Features == | == Features == | ||
* Hex grid gameplay. | * Hex grid gameplay. | ||
* Animated graphics. | * Animated graphics. | ||
Line 23: | Line 21: | ||
== Implementation details == | == Implementation details == | ||
* Uses an [[Entity Component System]]. | * Uses an [[Entity Component System]]. | ||
== | == Dev notes == | ||
As of 2014-09, this is a perpetual tinkering project. First version was written in Factor in 2011, then there was a short attempt to restart it in C++11 in 2012. From 2014 on, it's being rewritten from scratch again, this time in Rust. | |||
[[Category:Open source]] |
Latest revision as of 14:12, 21 September 2014
Magog | |
---|---|
Alpha Project | |
Developer | Risto Saarelma |
Theme | fantasy |
Influences | |
Released | |
Updated | |
Licensing | GPL |
P. Language | Rust |
Platforms | Linux, Windows |
Interface | Tiles |
Game Length | {{{length}}} |
Official site of Magog |
It is supposed to be simple. You come in at the wake of the host, pick through the ruin they leave, and take what valuables the dregs did not find or comprehend. Only now you're not facing a silent waste, but a crawling army of the things still here. And yet the way back is sealed until you have walked the path to the end.
Features
- Hex grid gameplay.
- Animated graphics.
Implementation details
- Uses an Entity Component System.
Dev notes
As of 2014-09, this is a perpetual tinkering project. First version was written in Factor in 2011, then there was a short attempt to restart it in C++11 in 2012. From 2014 on, it's being rewritten from scratch again, this time in Rust.