Difference between revisions of "Fall From Heaven"
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== Features == | == Features == | ||
* bodypart system. Creatures have hands, legs, heads e.t.c. Damaging them cause different results. (Internal organs planed in future language). | |||
* Closed source, but free mod. Game is planed to be easily moded without changing of source code. | |||
* Unstable mana. Spellcaster doesn’t use his own mana reserves, but focus existing raw power. | |||
* Mana affinity. Erebus is highly magical world, you would be affected by mana, even if you are magicless fighter. | |||
== Notes == | == Notes == |
Revision as of 06:37, 7 September 2010
Fall From Heaven the Roguelike | |
---|---|
Alpha Project | |
Developer | User:Jolly Roger |
Theme | Fantasy |
Influences | |
Released | 2010 Jun 15 |
Updated | 2010 Aug 02 (0.0.4b) |
Licensing | Closed Source, Freeware |
P. Language | Delphi |
Platforms | Windows |
Interface | |
Game Length | |
[ Official site of Fall From Heaven the Roguelike] |
Description
Fall From Heaven the roguelike based on dark fantasy mod for Civilization IV, Fall From Heaven.
It is still on early stage of developments, so there isn`t lot of things from FFH universe, even It has not got Its own shape, so It is one more wannabe roguelike. Weapons, weight, money etc needs balancing. Ranged weapons and magic had been turned off from this release, because of lurking bugs.
Features
- bodypart system. Creatures have hands, legs, heads e.t.c. Damaging them cause different results. (Internal organs planed in future language).
- Closed source, but free mod. Game is planed to be easily moded without changing of source code.
- Unstable mana. Spellcaster doesn’t use his own mana reserves, but focus existing raw power.
- Mana affinity. Erebus is highly magical world, you would be affected by mana, even if you are magicless fighter.
Notes
FFH using directX, so it works only with windows, as you can understand.
Before launching the game, you must set screen resolution and sprite size in config.cfg file.
Resolution configuration looks this way, I think, rather easy:
SCRX:1024;
SCRY:768;
Sprite config is a bit more come complicate, but allow you to tweak game screen as you like.
It looks like this
GRID_UNIT_SIZE_X:26;
GRID_UNIT_SIZE_Y:28;
For example, If you set resolution to 1024x768 and sprite size to 26x28, you would have:
1024/26 = 39 sprites on X line and 768x26 = 27 on Y.
Smaller sprite size would give bigger screen and so on, combine and find most comfortable combination.
Author has announced this to be part of the 2010 ARRP lineup.