Difference between revisions of "Lands of Elderlore"

From RogueBasin
Jump to navigation Jump to search
m
 
(15 intermediate revisions by 4 users not shown)
Line 2: Line 2:
|developer = Altefcat
|developer = Altefcat
|theme = Medieval Fantasy
|theme = Medieval Fantasy
|influences = Tolkien, Hobb, Elite
|influences = Tolkien, Hobb, Elite, [[Slaves_to_Armok_II:_Dwarf_Fortress | Dwarf Fortress]]
|released = 30/08/2006
|released = 2006 Aug 30
|updated = 19/02/2007 (v. 0.0.7)
|updated = 2007 Jul 30 (v. 0.0.9)
|licensing = GPL 2
|licensing = [[GPL]] 2
|language = Python
|language = [[Python]]
|platforms = Windows, GNU/Linux
|platforms = [[Windows]], GNU/[[Linux]]
|interface = OcempGui
|interface = OcempGui
|length = Long
|length = Long
|site = http://sourceforge.net/projects/elderlore
|site = http://landsof.elderlore.com/
}}
}}
Play fantastic adventures in a huge medieval world continiously evolving.
== Description ==


Elderlore is a graphical roguelike in a random yet persistent medieval world. It relies mostly on fractal landscapes and procedural cities and dungeons.
Elderlore is a graphical roguelike in a random yet persistent medieval world. It relies mostly on fractal landscapes and procedural cities and dungeons.


* Game is both in french and english.
Lands of Elderlore throw the player in a medieval world tainted with fantasy, where he'll have to fight for his life. Exploring stages will succeed to battles, character advancement, and various quests achievement.
* Game is in early dev stage, needing pygame, ocempgui, and Numeric modules.
 
Game is in early dev stage, release 0.1 is planned to be the first release to be playable.
 
Game is both in French and English.
 
== Changelog ==
 
===0.0.9 (30/07/2007):===
 
====New functunalities : ====
 
* New fonts are used
* There is now a message when you destroy an object
* Roads and rivers take the shortest way if possible on Zone view
* Forests are populated with the cave generation algorithm
* Tempered forests have now some dead trees
* Deserts have now cactus and dead trees
* New roads and rivers on World view
* New introduction music theme "Jester's tear"
* Some animals have been added on the Zone view with the file animaux.csv (but they do nothing)
* Objects are now handled with the file inventaire.csv
* New mouse shape when over player
* New isometric display on Zone view :
* TAB key makes you turn yourself anti clockwise
* Sift + TAB makes you turn yourself clockwise
* < key switches between Zone view and World view
* CTRL + g displays two different kind of grid on the Zone view (thank you Anvilfolk !)
* A cardinal point have been added in the upper left corner
====Bugs erased : ====
* In some rare case, no starting village was found
* In some case, desert was overflowing the ground
* Graphical resolutions are now dynamically available
* CPU use has been severely reduced
* New Windows binary file with OcempGui files (thank you Sean !)
 
===0.0.8 (30/03/2007):===
 
* Areas are now 128 x 128 wide, to allow more detailed villages
* a map of the surrounding areas is available
* villages have some houses in Area mode
* roads and rivers are created from a 1D fractal in Area mode for more diversity
* inventory is on
* player's tile show worn equipment
* you cannot pass from continent to an island anymore on World mode
* you cannot pass from continent to an iceland anymore on World mode
* you cannot cross anymore a river or a mountain when switching from Area to World mode
* 'i' key switches inventory screen on and off
* 'm' key rolls different zoomed maps in Area mode
* 'tab' key switches from Area mode to World mode
* first release of the caracter sheet is published
* playing screen has been organised
 
== Features ==
 
This game has been built from its beginning to provide a great replayability. It is possible to generate an infinity of different worlds, each one being built from several fractal algorithms (such as Diamond Square), and cellular automata.
 
Each world is populated with rivers, forests, deserts and mountains. Mountains contain several caves, and villages are connected through a network of roads.
 
The game will focus on the following features :
 
* use of graphical tiles, sound and music
* build a complete world with flora, fauna, villages, a medieval marketing economy and social relations betweens citizens
* use permanent levels (city maps, caves, dungeons), that will last all game long, and even from game to game
* integrate an advanced heritage system, where the heir of a dead or a retired player will inherite some powers and belongings from his ancestor. Thus, from game to game, the player will build a true dynasty of caracters, until he'll control an all mighty heir.
 
== Requirements ==


Release 0.1 is planned to be the first release to be playable.
Game is in early dev stage, is coded under [[Python]], and needs [[Pygame]], Ocempgui, and Numeric modules to run from its source files.
 
There is also a Windows binary for the 0.0.9 release that is self-sufficient.
 
== Screenshots ==
 
=== Release 0.1 ===
 
http://landsof.elderlore.com/sites/default/files/images/Capture-Lands%20of%20Elderlore%200.1.0.20080130a.preview.png
 
http://landsof.elderlore.com/sites/default/files/images/Capture-Lands%20of%20Elderlore%200.1.0.20071229b.preview.png
 
=== Release 0.0.9 ===
 
http://blog.elderlore.com/images/galeries/0.0.9/Capture-Lands%20of%20Elderlore%200.0.9.21.png
 
http://blog.elderlore.com/images/galeries/0.0.9/Capture-Lands%20of%20Elderlore%200.0.9.22.png
 
http://blog.elderlore.com/images/galeries/0.0.9/Capture-Lands%20of%20Elderlore%200.0.9.23.png


== Development ==
== Development ==


A blog is following in french the game development : [http://blog.elderlore.com/ le journal d'Elderlore].
Beside [http://landsof.elderlore.com/ the official site], you can find :
 
* A blog following in French the game development : [http://blog.elderlore.com/ le journal d'Elderlore].


All the information used for creating the game is somehow gathered on this wiki : [http://wiki.elderlore.com/ la biblioth??que d'Elderlore].
* Most of the information used for creating the game gathered on this wiki : [http://wiki.elderlore.com/ la bibliotheque d'Elderlore].

Latest revision as of 16:07, 14 April 2009

Lands of Elderlore
Alpha Project
Developer Altefcat
Theme Medieval Fantasy
Influences Tolkien, Hobb, Elite, Dwarf Fortress
Released 2006 Aug 30
Updated 2007 Jul 30 (v. 0.0.9)
Licensing GPL 2
P. Language Python
Platforms Windows, GNU/Linux
Interface OcempGui
Game Length Long
Official site of Lands of Elderlore


Play fantastic adventures in a huge medieval world continiously evolving.

Description

Elderlore is a graphical roguelike in a random yet persistent medieval world. It relies mostly on fractal landscapes and procedural cities and dungeons.

Lands of Elderlore throw the player in a medieval world tainted with fantasy, where he'll have to fight for his life. Exploring stages will succeed to battles, character advancement, and various quests achievement.

Game is in early dev stage, release 0.1 is planned to be the first release to be playable.

Game is both in French and English.

Changelog

0.0.9 (30/07/2007):

New functunalities :

  • New fonts are used
  • There is now a message when you destroy an object
  • Roads and rivers take the shortest way if possible on Zone view
  • Forests are populated with the cave generation algorithm
  • Tempered forests have now some dead trees
  • Deserts have now cactus and dead trees
  • New roads and rivers on World view
  • New introduction music theme "Jester's tear"
  • Some animals have been added on the Zone view with the file animaux.csv (but they do nothing)
  • Objects are now handled with the file inventaire.csv
  • New mouse shape when over player
  • New isometric display on Zone view :
  • TAB key makes you turn yourself anti clockwise
  • Sift + TAB makes you turn yourself clockwise
  • < key switches between Zone view and World view
  • CTRL + g displays two different kind of grid on the Zone view (thank you Anvilfolk !)
  • A cardinal point have been added in the upper left corner

Bugs erased :

  • In some rare case, no starting village was found
  • In some case, desert was overflowing the ground
  • Graphical resolutions are now dynamically available
  • CPU use has been severely reduced
  • New Windows binary file with OcempGui files (thank you Sean !)

0.0.8 (30/03/2007):

  • Areas are now 128 x 128 wide, to allow more detailed villages
  • a map of the surrounding areas is available
  • villages have some houses in Area mode
  • roads and rivers are created from a 1D fractal in Area mode for more diversity
  • inventory is on
  • player's tile show worn equipment
  • you cannot pass from continent to an island anymore on World mode
  • you cannot pass from continent to an iceland anymore on World mode
  • you cannot cross anymore a river or a mountain when switching from Area to World mode
  • 'i' key switches inventory screen on and off
  • 'm' key rolls different zoomed maps in Area mode
  • 'tab' key switches from Area mode to World mode
  • first release of the caracter sheet is published
  • playing screen has been organised

Features

This game has been built from its beginning to provide a great replayability. It is possible to generate an infinity of different worlds, each one being built from several fractal algorithms (such as Diamond Square), and cellular automata.

Each world is populated with rivers, forests, deserts and mountains. Mountains contain several caves, and villages are connected through a network of roads.

The game will focus on the following features :

  • use of graphical tiles, sound and music
  • build a complete world with flora, fauna, villages, a medieval marketing economy and social relations betweens citizens
  • use permanent levels (city maps, caves, dungeons), that will last all game long, and even from game to game
  • integrate an advanced heritage system, where the heir of a dead or a retired player will inherite some powers and belongings from his ancestor. Thus, from game to game, the player will build a true dynasty of caracters, until he'll control an all mighty heir.

Requirements

Game is in early dev stage, is coded under Python, and needs Pygame, Ocempgui, and Numeric modules to run from its source files.

There is also a Windows binary for the 0.0.9 release that is self-sufficient.

Screenshots

Release 0.1

Capture-Lands%20of%20Elderlore%200.1.0.20080130a.preview.png

Capture-Lands%20of%20Elderlore%200.1.0.20071229b.preview.png

Release 0.0.9

Capture-Lands%20of%20Elderlore%200.0.9.21.png

Capture-Lands%20of%20Elderlore%200.0.9.22.png

Capture-Lands%20of%20Elderlore%200.0.9.23.png

Development

Beside the official site, you can find :