Difference between revisions of "Magog"

From RogueBasin
Jump to navigation Jump to search
 
(2 intermediate revisions by the same user not shown)
Line 2: Line 2:
|developer = [[Risto Saarelma]]
|developer = [[Risto Saarelma]]
|theme = fantasy
|theme = fantasy
|influences =  
|influences =
|released = 2011-09-17
|released =
|updated =
|updated =
|licensing = BSD
|licensing = [[GPL]]
|language = [[Factor]]
|language = [[Rust]]
|platforms = [[Linux]], [[Windows]]
|platforms = [[Linux]], [[Windows]]
|interface = Tiles
|interface = Tiles
|length = Short
|site = https://github.com/rsaarelm/magog
|site = https://github.com/rsaarelm/magog
}}
}}
Line 17: Line 16:
== Features ==
== Features ==


* Continuous world using portal technology, no stair-scumming corner cases.
* Hex grid gameplay.
* Hex grid gameplay.
* Animated graphics.
* Animated graphics.
Line 23: Line 21:
== Implementation details ==
== Implementation details ==


* The first ever roguelike game developed in the [[Factor]] programming language.
* Uses an [[Entity Component System]].
* Uses an [[Entity Component System]].
* The portal system is essentially the same as the one in [[Jacob's Matrix]], except that the portals can't change orientation.
* Fast drawing of bitmap graphics with parameterizable color without hardware acceleration using inline x86 assembly.


== Versions and platforms ==
== Dev notes ==


Compilable on platforms supported by the [[Factor]] language and with x86 architecture. There is currently a prebuilt binary for Windows. Linux and Mac users should be able to build the game from source.
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.


The graphics code includes a small amount of x86 assembly that will need to be rewritten if the game is being ported to a non-x86 platform, such as ARM. If the target platform can be expected to have graphical acceleration, the graphics code should probably be rewritten to use OpenGL.
[[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

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.