Difference between revisions of "Umbrarum Regnum"
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m (changed from alpha to talkie-talkie projects, which is more accurate at the time being) |
m (updated status) |
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* a more advanced than before forest generator based on Perlin noise | * a more advanced than before forest generator based on Perlin noise | ||
* 2.5D maps, with two height layers (flat ground and rooftops/treetops) | * 2.5D maps, with two height layers (flat ground and rooftops/treetops) | ||
* ambient and dynamic lights | |||
* limited NPC support (no AI) | |||
* time management system | |||
* configurable fonts and font sizes, as well as terminal sizes | |||
== To Do List == | == To Do List == | ||
The features that are next on the TODO list are: | The features that are next on the TODO list are: | ||
* | * NPC AI | ||
* | * combat system | ||
* more map generators | * more map generators |
Revision as of 09:58, 30 March 2009
Umbrarum Regnum | |
---|---|
Talkie-Talkie Project | |
Developer | Mingos |
Theme | Fantasy |
Influences | ADoM, Betrayal at Krondor, The Witcher, Neverwinter Nights |
Licensing | Whiskyware |
P. Language | C++ |
Platforms | Windows |
Interface | True Colour custom ASCII set |
Game Length | unknown |
Official site of Umbrarum Regnum |
Umbrarum Regnum is an overambitious project, probably bound to be vapourware. It initially was supposed to feature a complicated magick system, detailed and realistic combat, political and commercial interactions between different kingdoms, etc. At the moment, none of this is implemented yet. But at least it looks neat :).
The game is currently undergoing a total rewrite, since the previous code was very sloppy and barely maintainable.
Previous version features
Most important features implemented were:
- UI (True Colour ASCII console emulator powered by libtcod, written and developed by Jice)
- Multiple resolution support (from 640x480 to 1024x768)
- pregenerated overworld with different terrains and 49 settlements
- random map generators (wilderness tiles, dungeons, caves, perfect or partially braided labyrinths and towns)
- savegame read/write
- fast pathfinding
- plenty of races, professions and skills
- some monsters to fight
- very basic combat system (to be developed later)
Rewritten version features
The features that have made it to the rewrite so far are:
- UI (again libtcod is used)
- some limited interaction between the PC and the environment (mostly collision handling)
- 'l'ook command handled with the mouse
- a more advanced than before forest generator based on Perlin noise
- 2.5D maps, with two height layers (flat ground and rooftops/treetops)
- ambient and dynamic lights
- limited NPC support (no AI)
- time management system
- configurable fonts and font sizes, as well as terminal sizes
To Do List
The features that are next on the TODO list are:
- NPC AI
- combat system
- more map generators