Difference between revisions of "Plutonium roguelike"
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{{game- | {{game-defunct| name = Plutonium roguelike | ||
|developer = [[Digal]] | |developer = [[Digal]] | ||
|theme = [[Postnuclear]] | |theme = [[Postnuclear]] | ||
|influences = Fallout | |influences = Fallout | ||
|released = 2005 Sep 20 | |released = 2005 Sep 20 | ||
|updated = | |updated = 2011 Nov 1 | ||
| | |licensing= | ||
|language = [[Java]] | |language = [[Java]] | ||
|platforms = Java compatible | |platforms = Java compatible | ||
|interface = [[ASCII]] | |interface = [[ASCII]] | ||
|site = | |site = https://github.com/digal/ptrl | ||
|length = | |||
}} | }} | ||
Line 22: | Line 23: | ||
* Weapon modifications: silencers, scopes, etc. | * Weapon modifications: silencers, scopes, etc. | ||
* Different close combat attacks: punches, kicks, combos. | * Different close combat attacks: punches, kicks, combos. | ||
* Random [[ | * Random [[quests]], maybe. | ||
* Fully destructible enviroment. | * Fully destructible enviroment. | ||
And many other things... | And many other things... | ||
Line 44: | Line 45: | ||
== Game related links == | == Game related links == | ||
[ | [https://github.com/digal/ptrl Github page] |
Latest revision as of 07:37, 3 August 2014
Plutonium roguelike | |
---|---|
Defunct Game | |
Developer | Digal |
Theme | Postnuclear |
Influences | Fallout |
Released | 2005 Sep 20 ({{{relver}}}) |
Updated | 2011 Nov 1 ({{{updver}}}) |
Licensing | |
P. Language | Java |
Platforms | Java compatible |
Interface | ASCII |
Game Length | |
Official site of Plutonium roguelike |
Plutonium roguelike (PtRL) is a post-nuclear traditional ASCII roguelike, being written on Java by Yuri Buyanov (Digal).
Features(planned)
- Traditional ASCII interface.
- Many outdoor maps: forests, plains, settlements, ruins, military bases. There will be dungeons too, of course.
- Scifi roguelike specific interface: comfortable targetting system, informative FOV, etc.
- XML format will be used to store information about items, creatures, and tiles.
- Assymetric FOV: if you are standing behind the tree, you can see your enemies clearly, but it'll be hard for them to spot you. Maybe 90- or 180-degree FOV for monsters (and even for player) will be implemented.
- Weapon modifications: silencers, scopes, etc.
- Different close combat attacks: punches, kicks, combos.
- Random quests, maybe.
- Fully destructible enviroment.
And many other things...
Current stage
Project is in the beginning of development. What is done?
- Messaging and time systems.
- Equipment and inventory systems.
- 360-degree FOV calculating algorithm.
- Unarmed combat system.
- Basic generation of a few map types (city/ruins, vault, forest).
- Pathfinding algorightm.
- Several dialog screens.
- XML parser for tiles and items.
- Melee weapons.
- Close combat.
- Basic creatures' AI.
- Many basic Java classes.
- Ranged attacks and weapons.
- Different types of ammo.