Difference between revisions of "Neon"

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|developer = mdriesen
|developer = mdriesen
|theme = Fantasy
|theme = Fantasy
|influences = The Elder Scrolls, ADOM
|influences = The Elder Scrolls, [[ADOM]]
|released = 2007 Aug 28
|released = 28.08.2007
|updated = 2009 May 3 - 0.2.3
|updated = 25.09.2014 - 0.4.2
|licensing = [[GPL]]
|licensing = [[GPL]]
|language = [[Java]],[[Javascript]]
|language = [[Java]], [[JavaScript]]
|platforms = Java 6
|platforms = Java 7
|interface = Unicode
|interface = [[Unicode]], [[SVG]], [[keyboard]]
|length =  
|length =  
|site = http://neon.kosmonet.be
|site = http://neon.kosmonet.be
}}
}}


Neon is a roguelike engine. It features a huge overland map and can be modified with XML and JavaScript.
Neon is a roguelike engine. It features a huge overland map with fixed or random dungeons, and an editor to edit all game data. Gameplay is inspired by the Elder Scrolls games, especially Daggerfall and Morrowind. The looks are inspired by [[ADOM]].


==Description==
==Description==
===Engine===
===Engine===
Neon is not a single game, but an engine that can run roguelikes. All data needed for a specific game is stored in a set of XML files. These files are loaded when starting the engine. This allows anyone to make their own roguelike without the need to write code.
Neon is not a single game, but an engine that can run roguelike adventures. All data needed for a specific game is stored in a set of XML files. These files are loaded when starting the engine. This allows anyone to create their own adventure without the need to write any Java code (although some JavaScript is still necessary for the random quest system). All the ugly bits are taken care of.


===Maps===
===Maps===
The engine can handle truly huge maps. The main overland map for testing in the alpha version measures 20400 x 13700 tiles, but can be much bigger. The overland map is on the same scale as the dungeons and scrolls with the player character centered on screen.
The engine can handle truly huge maps. The main world map for testing in the alpha version measures 40800 x 27400 tiles, but can be much bigger (a map 50 times as big was tested). This overland map is on the same scale as the dungeons and scrolls with the player character centered on screen. Multi-level dungeons with branching zones are fully supported.
Dungeons are for now more or less limited to single-level dungeons. Multi-level dungeons can be made, but are not yet supported by the random generator.
 
===Editor===
A game data editor is included with the engine. It supports editing nearly all game data. The Darkness Falls sample game was built using the editor.  


==Current work==
==Current work==
===Magic===
===Engine===
The magic system is being improved with enchanted items, more spell effects and an in-game spell maker.
The engine itself is nearly feature-complete, apart from cleaning up bugs and improving the existing infrastructure. Most work is now focusing on the actual gameplay. At the moment, this mainly means improving the questing system.


===Editor===
===Editor===
A game data editor is included in the latest release. It supports editing all game data, except maps. This will be added in an upcoming release.
Editing maps is still somewhat awkward, but fully usable. The vector editor will be improved in coming releases.
 
===Maps===
Random generation will be expanded to the overland map. The dungeon generators will start to include items and creatures.

Latest revision as of 18:13, 25 September 2014

Neon roguelike engine
Alpha Project
Developer mdriesen
Theme Fantasy
Influences The Elder Scrolls, ADOM
Released 28.08.2007
Updated 25.09.2014 - 0.4.2
Licensing GPL
P. Language Java, JavaScript
Platforms Java 7
Interface Unicode, SVG, keyboard
Game Length
Official site of Neon roguelike engine


Neon is a roguelike engine. It features a huge overland map with fixed or random dungeons, and an editor to edit all game data. Gameplay is inspired by the Elder Scrolls games, especially Daggerfall and Morrowind. The looks are inspired by ADOM.

Description

Engine

Neon is not a single game, but an engine that can run roguelike adventures. All data needed for a specific game is stored in a set of XML files. These files are loaded when starting the engine. This allows anyone to create their own adventure without the need to write any Java code (although some JavaScript is still necessary for the random quest system). All the ugly bits are taken care of.

Maps

The engine can handle truly huge maps. The main world map for testing in the alpha version measures 40800 x 27400 tiles, but can be much bigger (a map 50 times as big was tested). This overland map is on the same scale as the dungeons and scrolls with the player character centered on screen. Multi-level dungeons with branching zones are fully supported.

Editor

A game data editor is included with the engine. It supports editing nearly all game data. The Darkness Falls sample game was built using the editor.

Current work

Engine

The engine itself is nearly feature-complete, apart from cleaning up bugs and improving the existing infrastructure. Most work is now focusing on the actual gameplay. At the moment, this mainly means improving the questing system.

Editor

Editing maps is still somewhat awkward, but fully usable. The vector editor will be improved in coming releases.