Difference between revisions of "CryptRL"

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Line 12: Line 12:
|interface = [[Tiles]],[[ASCII]], [[Keyboard]], [[Mouse]]
|interface = [[Tiles]],[[ASCII]], [[Keyboard]], [[Mouse]]
|site = http://cryptmaster.free.fr/
|site = http://cryptmaster.free.fr/
|influences = [[NetHack]], [[Slash'EM]],[[ADOM]],[[Mordor]],Divine Divinity,[[UnrealWorld]]
|influences = [[NetHack]], [[Slash'EM]],[[ADOM]],[[Mordor]],
Divine Divinity,[[UnReal World]]
|length = final version will be neverending
|length = final version will be neverending
}}
}}

Revision as of 05:13, 20 October 2006

logo.gif

CryptRL
Alpha Project
Developer Crypt (Vincent Primault)
Theme Fantasy
Influences NetHack, Slash'EM,ADOM,Mordor,

Divine Divinity,UnReal World

Released
Updated 2006/10/20 ver: 0.6713
Licensing open source, freeware
P. Language Java
Platforms Java
Interface Tiles,ASCII, Keyboard, Mouse
Game Length final version will be neverending
Official site of CryptRL


Description

CryptRL is a Java 1.5 roguelike with sound and graphics, which uses the David Gervais tileset as well as the RLTiles library.

It's bilingual (english/french) and allows you to switch language ingame.

Its main influence is NetHack/Slash'Em (as for the ingame interaction)

The current in-dev version, described as being on "Engine Development Status", has no story nor quests yet, and the UI is not definitive. All this is being enhanced for future releases.

Development started in November 2005, it is currently a playable Alpha.


Notes: My goal is NOT to build a generic engine. My goal is to build a not so generic "on my very own way" engine. This means far future features will make possible some ghostbusters, night of the living dead, beetlejuice, haunted houses or more "serious" heroic fantasy settings, campaigns and scenarii but there will be no SpaceOp nor Cyberpunk possibilities. (nor Western, nor Steampunk, nor...etc)


Features

  • Tools (picking tools, picks, shovels, lanterns, oil flasks, etc)
  • FOV and "FOH" (field of hearing)
  • Dynamic lighting
  • Monsters
  • Current creatures can: melee attack, follow an ennemy, open doors, flee, pick up items, drink healing potion, cast firebolt, react when their possessions are stolen/or destroyed, track noises, guard things and others creatures, have friends and hereditary ennemies (not only the character)
  • Potions, weapons, armors
  • Traps, chests
  • Stats & skills
  • Night/day cycles
  • Teleporters
  • Automap
  • Parrying
  • Spells, scrolls
  • Weather effects (visual only)
  • Zoom
  • Secret passages and hidden items
  • Pushable items
  • Pregenerated and Randomly generated persistant maps
  • Predefined local map editor CryptEDITOR.bat (On development)
  • Strategical map editor (On development): this editor is used to create map (100*100 local maps) which force the local random generators to create determined types of local maps.
  • Optional Permadeath
  • Simple Animations
  • ASCII or TILES display
  • Traders, guards, farmers
  • Pets (spell) (can be commanded to attack someone or to go somewhere on the map. Use the whistle command to call them)
  • A permadead characters Graveyard (can be visited and profaned ingame)
  • All of this results in several interaction and combo features. (eg. try digging in water, throw exploding traps, use the species relationships during combat, hide in water, throw a lantern in order to light an area while staying in darkness, attract a monster by making noice (like in Dark Project ;) ) and sneak around, ETC.... I give priority to interactions rather than XXX variations.)
  • Unlimited three dimensions world.(Of course future enhanced generators will add more interesting contents to this "infinity")
  • Holes in the ground => holes in the ceiling in inferior levels. The same is true for stairs (up<=>down) even for ingame randomly generated levels. @ and creatures can fly up/down throw holes.
  • Evil Bunny.

Planned Features

  • More AI. Creatures will be able to use more items, cast more spells, take more decisions, etc.
  • More spells
  • More monsters
  • Amulets, shields, boots, gauntlets
  • Quests
  • Cities, NPCs
  • Thematic and more complex random generators for dungeons, cities and wilderness
  • More AI again.
  • A LOT !!!

Known Issues

  • Several optimizations are still pending to be done

Any bug reports must be sent to: cryptmaster@free.fr

Testing under Linux or MacOs is greatly appreciated

Links

Running Instructions

Under Windows run :

START_CryptRL.bat 

Other OS :

java -jar -Xms128m -Xmx128m "CryptRL.jar"


NORMAL version includes sounds (but not bonusSounds) and tiles.

If you download the NoSound or NoSound_NoTile version you may, if you like, get the sounds.zip and images.zip files and unpack them in the game folder. (\sons\ and \images\ folders would then be created)

An optional resource file available from the website, bonusSounds.zip, must be unpacked in the \sons\ambiance\ folder.


Ambient Sounds can be customized via .wav files (ACM only) on the following folders

\sons\ambiance\outdoorday 
\sons\ambiance\outdoornight
\sons\ambiance\underground

Editor(s) instructions

You can launch both editors ingame.

Local Predefined Maps Editor:

The maps using the following coords are special cases

0,0,0
0,0,-1

These are precreated maps. If you modify them they could be rebuilt by clicking on the "Rebuild test maps" menu item anytime before starting a new game or ingame. Note that modifications on these maps would then be lost.

Maps files are saved as .zip (only .zip maps must be loaded) in the predefinedMaps folder.



The Strategical map editor:

This feature is still on development. The strategical map is loaded ingame but the related outdoors generators are not yet fully implemented (natural features are implemented but cultural ones are not yet done.)


Requirements

CryptRL requires Sun JAVA 1.5 JRE

Developped and tested under Windows XP.

Not tested under MacOS, Win98, WinMe nor Win2000.

Screenshots

1G.jpg

2G.jpg

3G.jpg

4G.jpg

5G.jpg

editor.jpg

7G.jpg

8G.jpg